Duncan McCaffery. Personal homepage URL:
|
|
- Agatha Priscilla Matthews
- 8 years ago
- Views:
Transcription
1 Name: Institution: PhD thesis submission date: Duncan McCaffery Lancaster University, UK Not yet determined Personal homepage URL:
2 Peer to Peer: Our Mobile Real-time Saviour? Duncan McCaffery, Joe Finney DMRG, Computing Department, Lancaster University Lancaster, LA1 4YR, UK {mccaffed, Abstract Developments in wireless networking will soon enable high bandwidth, low-latency, wireless wide area networks. In addition the rollout of mobile IPv6 across these wireless technologies will greatly challenge traditionally held ideas regarding support for mobile applications. This paper describes the development of a novel application which has led to the proposal of a new approach to support interactive mobile applications based on peer to peer networks. This approach offers support for real-time interaction between heterogeneous mobile devices and considers a dynamic peer-to-peer topology with shared state and consistency mechanisms. Introduction In the near future wireless networks will appear with greater ubiquity, from public access networks offering connectivity in shopping centres, towns centres and even beaches, to telecoms operated 3G and 4G networks. It is envisioned that a wealth of novel applications could be deployed on these networks through the use of their multimedia capabilities. One of the most prevalent driving forces behind the deployment of these networks is the predicted success of wireless computer games in which some industry analysts [1] believe that the medium will generate $17.5 billion in annual revenue worldwide by One of the greatest concerns with current approaches to mobile applications design within industry is that of making applications which may be deployed across a range of devices that are highly heterogeneous in their hardware and operating systems. In addition to this at the network level there will be a future requirement for these devices to be able to communicate with each other between the heterogeneous set of networks that they might be connected to. Mobile IPv6 is seen as a unifying protocol for these networks since it will not only allow devices to interoperate over different networks but also allows seamless roaming between networks and adds support for devices with multiple network interfaces. For example, this would allow a device which has lost IEEE coverage to continue communications over its 3G network interface since it maintains the same globally unique IPv6 address. When high speed, wireless, wide area networks and Mobile IPv6 are combined, application designers no longer face the sparse network environments traditionally associated with mobile computing. Devices will move from a world were they are intermittently connected, to a richer one in which they will have always on connections and not struggle to find a network connection. They will design for an environment where they often have the choice of a number of wireless networks. The Mobile IPv6 Testbed project[2] at Lancaster University has deployed an experimental metropolitan area mobile IPv6 network in order to provide real world trials through the development of novel applications and services. A large amount of this work involves analysis and testing in order to determine the best way to deploy these networks and services in order to ensure that they interoperate with existing technologies and function adequately. Following on from this they will then be evaluated by members of the
3 public ranging from university students to citizens and visitors to the area. One such application is known as Real Tournament. Real Tournament The goal of Real Tournament (RT) [3] was the development of a non-trivial application which made great demands on both a mobile device (a Compaq ipaq 3970) and a Mobile IPv6 enabled network (running over IEEE b). In terms of the network it was envisaged that such an application would encourage frequent handoffs between IPv6 networks in order to evaluate mobility while at the same time utilising different forms of network traffic. We decided that an application which most suited these requirements would be a mobile game, since many games have a real-time low latency requirement. We also felt that building such an application would enable us to determine new areas of research within mobile computing. RT is novel as a game in that it is played using a custom built augmented reality handset (Figure 1) that maintains a mapping between a player s physical world and the game arena as presented on the handset display (Figure 2). This mapping is accomplished through the use of a built-in GPS device for location information, a digital compass for orientation, and a microswitch behind the handset s trigger which are all multiplexed through the ipaq s serial port. Figure 1 - The Real Tournament handset Figure 2 - Screenshots of the user interface The game is played at a local park that has at its centre a large building from which four wireless access points face North, South, East and West with a separate IPv6 network prefix allocated to each cell. The task of each player is to capture as many monsters in the arena as possible by physically moving around the park using their handsets to track monsters in realtime. As a player navigates the arena their state information is sent over the network to other players within the same game. If players are allocated teams they may also make use of voice over mobile IPv6 which generates additional bursts of real-time network traffic.
4 Identified Issues While developing the game we discovered a number of issues with the traditional approaches to providing both support for mobile devices and real-time gaming. The issues of immediate concern were related to the initial design choice of developing the application using a centralised network architecture. The requirements for our architecture were that we could provide low latency interaction while maintaining a high level of localised consistency. It is widely accepted that to achieve this, most fixed network real-time games such as Unreal Tournament[4] and Half Life[5] make use of client server architectures because they afford the following advantages: The Server can aggregate events from multiple clients into one packet therefore reducing the amount of redundant data such as packet headers etc The server knows the location of each player within a gaming arena and can generate an area of interest for a player and only send events which are relevant to that particular players machine. For example only state information regarding players and projectiles within a users immediate area are sent. Games with larger numbers of players or being played over long distances can ensure low latency by using a mirrored server [6] or proxy based [7] approach. These approaches usually make use of a private multicast network which is used to maintain state between a number of game servers each located close to a subset of the players. However, when applied to a wireless environment a centralised approach suffers because users are mobile and servers are not. The reason for this is made up of these issues: Centralised approaches rely on servers being fixed at a well known address, with this in mind and mobile games being potentially playable in any location, where do we locate your servers and mirrors to minimise latency for all players? What happens if the most suitable location for these servers changes, how can we deal with it? In addition to this, players may switch networks a number of times perhaps radically changing their topological closeness to the nearest game server. A private multicast network may be a political and logistical nightmare to set up, especially over separately administrated mobile networks. Centralised approaches offer little in the way of support for dynamic changing topologies since mobile IPv6 nodes generate signalling information everytime they switch to a new network. Servers could potentially be flooded just by signalling information. We therefore believe that the way in which some services are offered must change radically to reflect the fact that network nodes are mobile.
5 A Peer to Peer Solution We propose a generic architecture based around a hierarchy of peer groups which are responsible for forming a dynamic topology and for the distribution of consistent realtime state. In order for this model to work it is based on the assumption that highly real-time, events (such as firing and player/monster movement) are exchanged within the bounds of a peer group while events which are less real-time but have a more global affect (such as player kills and scores) may be propagated outside of a peer group. It should be noted that we are considering consistency mechanisms to aid in minimising bandwidth while maximising consistency such as Timewarp[8], local lag[9] and dead reckoning[10] algorithms but these are outside of the scope of this paper. We believe that an approach such as this will offer the following advantages: Low latency interaction as highly consistent highly real-time events are passed directly only between nodes of immediate interest. This has as a side effect the benefit of providing area of interest filtering since only important global events are forwarded outside of a peer group Scalability since the network is dynamic and self regulating thus load balancing itself. Since nodes regulate event propagation, determine the size of peer groupings and to some degree network latency, there is also an opportunity to deploy interactive applications which do not require specialised services to have been deployed in strategic points of the core network. This helps avoid prohibitive costs in terms of money and administration time. The use of replicated state which provides increased reliability since state is distributed on multiple client devices and support for late joiners since any mobile node may update another user s state. Furthermore, since events are passed directly between peers and processing takes place on the device, latency in the system is further reduced. We believe that such a model would be highly suited to mobile applications, particularly those that are location sensitive since time could be saved in locating the nearest peer group. In addition to this mapping peer groupings to locations might be useful in the following application instances: Tourist Guides Partitioning the network into a hierarchy so that events of immediate interest relate to a person s location ensures that the user has the most focused information available to them at all times. In addition to this users would be well informed about other locations through global events being passed from other locations which were allowed out of other local peer groupings. Car Safety Systems When travelling at speed on a motorway drivers are immediately interested about what is happening to cars that are close by, however they like to be aware of the state of the road ahead. Once again real-time critical information could be passed locally between a cars peer group and global events that did not have such stringent real time requirements (such as an oil spillage 10 miles away) could be passed about the hierarchy between peer groups.
6 Summary and Future Work This paper has identified the need for new architectures to support next generation mobile networks and services, particularly for those of a real time nature. It has also suggested that a peer to peer architecture might provide more than just support for file sharing applications. We believe that a number of further benefits may exist through a hierarchical peer to peer approach and we intend to discover and evaluate them through deployment on the Lancaster Mobile IPv6 Testbed. Although there may be gains to be made from the use of a peer to peer solution it is not yet apparent whether the approach will be successful, particularly when taking into account both the signalling for Mobile IPv6 and the peer to peer hierarchy. In addition it is still unclear how a user might be able to design programs to easily make use of this architecture. We hope to tackle many of these problems in our future research and testing. References [1] Leavitt, N. Will Wireless Gaming Be a Winner?", IEEE Computer, Volume 36, No 1, pp 24-27, January [2] The Mobile IPv6 Testbed Project. Available via the Internet at [3] Real Tournament. Available via the Internet at [4] Unreal Tournament. Available via the Internet at [5] Half Life. Available via the Internet at [6] Cronin, E. Filstrup, B. Kurc, A. R. and Jamin, S. An Efficient Synchronization Mechanism for Mirrored Game Architectures. Proc. NetGames, Braunschweig, Germany, [7] Bauer, D., Rooney, S. Scotton, P. Network infrastructure for massively distributed games, Proc. NetGames,Braunschweig, Germany, [8] Ferscha, A. Lüthi, J. Estimating Rollback Overhead for Optimism Control in Time Warp. Proc. 28th Annual Simulation Symposium, 1995, Phoenix, Arizona, USA. [9] Mauve, M., Vogel, J., Hilt V. and Effelsberg, W. Local-lag and Timewarp: Providing Consistency for Replicated Continuous Applications, IEEE Transactions on Multimedia, 2002 [10] Mauve, M, How to Keep a Dead Man from Shooting. Proc. Seventh International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services (IDMS) 2000, Enschede, the Netherlands.
An Efficient Hybrid P2P MMOG Cloud Architecture for Dynamic Load Management. Ginhung Wang, Kuochen Wang
1 An Efficient Hybrid MMOG Cloud Architecture for Dynamic Load Management Ginhung Wang, Kuochen Wang Abstract- In recent years, massively multiplayer online games (MMOGs) become more and more popular.
More informationFast Synchronization of Mirrored Game Servers: Outcomes from a Testbed Evaluation
Fast Synchronization of Mirrored Game Servers: Outcomes from a Testbed Evaluation Stefano Ferretti, Marco Roccetti, Alessio la Penna Department of Computer Science University of Bologna Mura Anteo Zamboni,
More informationBandwidth requirement and state consistency in three multiplayer game architectures
Bandwidth requirement and state consistency in three multiplayer game architectures Joseph D. Pellegrino Department of Computer Science University of Delaware Newark, Delaware 19711 Email: jdp@elvis.rowan.edu
More informationMobile Context-Aware Game for the Next Generation
Mobile Context-Aware Game for the Next Generation Maomao Wu, Keith Mitchell, Duncan McCaffery, Joe Finney, and Adrian Friday Distributed Multimedia Research Group Computing Department, Lancaster University,
More informationQoS Issues for Multiplayer Gaming
QoS Issues for Multiplayer Gaming By Alex Spurling 7/12/04 Introduction Multiplayer games are becoming large part of today s digital entertainment. As more game players gain access to high-speed internet
More informationHow Network Operators Do Prepare for the Rise of the Machines
Internet of Things and the Impact on Transport Networks How Network Operators Do Prepare for the Rise of the Machines Telecommunication networks today were never designed having Inter of Things use cases
More informationMobile Cloud Computing: Paradigms and Challenges 移 动 云 计 算 : 模 式 与 挑 战
Mobile Cloud Computing: Paradigms and Challenges 移 动 云 计 算 : 模 式 与 挑 战 Jiannong Cao Internet & Mobile Computing Lab Department of Computing Hong Kong Polytechnic University Email: csjcao@comp.polyu.edu.hk
More informationA Testbed for P2P Gaming using Time Warp
A Testbed for P2P Gaming using Time Warp Stefan Tolic University of Vienna, Dept. for Distributed and Multimedia Systems Lenaug. 2/8 Vienna, Austria getraktna@gmail.com Helmut Hlavacs University of Vienna,
More informationNetwork Architecture and Topology
1. Introduction 2. Fundamentals and design principles 3. Network architecture and topology 4. Network control and signalling 5. Network components 5.1 links 5.2 switches and routers 6. End systems 7. End-to-end
More informationDesigning Reliable IP/MPLS Core Transport Networks
Designing Reliable IP/MPLS Core Transport Networks Matthias Ermel Workshop ITG FG 5.2.1 14. November 2008 München Content 1. Introduction 2. Protection Mechanisms 3. Failure Detection Page 1 Architecture
More informationAnalysis of QoS parameters of VOIP calls over Wireless Local Area Networks
Analysis of QoS parameters of VOIP calls over Wireless Local Area Networks Ayman Wazwaz, Computer Engineering Department, Palestine Polytechnic University, Hebron, Palestine, aymanw@ppu.edu Duaa sweity
More informationMetroNet6 - Homeland Security IPv6 R&D over Wireless
MetroNet6 - Homeland Security IPv6 R&D over Wireless By: George Usi, President, Sacramento Technology Group and Project Manager, California IPv6 Task Force gusi@sactechgroup.com Acknowledgement Reference:
More informationWhite Paper. Requirements of Network Virtualization
White Paper on Requirements of Network Virtualization INDEX 1. Introduction 2. Architecture of Network Virtualization 3. Requirements for Network virtualization 3.1. Isolation 3.2. Network abstraction
More informationDesign Issues for Peer-to-Peer Massively Multiplayer Online Games
Design Issues for Peer-to-Peer Massively Multiplayer Online Games MMVE 09 Lu Fan, Phil Trinder, and Hamish Taylor Heriot-Watt University, Edinburgh, UK Overview Background Design Issues for P2P MMOGs Interest
More informationCHAPTER 8 CONCLUSION AND FUTURE ENHANCEMENTS
137 CHAPTER 8 CONCLUSION AND FUTURE ENHANCEMENTS 8.1 CONCLUSION In this thesis, efficient schemes have been designed and analyzed to control congestion and distribute the load in the routing process of
More informationPreface. Book Origin and Overview
Preface The field of wireless sensor networks continues to evolve and grow in both practical and research domains. More and more wireless sensor networks are being used to gather information in real life
More informationInternational Journal of Advanced Research in Computer Science and Software Engineering
Volume 2, Issue 9, September 2012 ISSN: 2277 128X International Journal of Advanced Research in Computer Science and Software Engineering Research Paper Available online at: www.ijarcsse.com An Experimental
More informationThe changing face of global data network traffic
The changing face of global data network traffic Around the turn of the 21st century, MPLS very rapidly became the networking protocol of choice for large national and international institutions. This
More informationCentral vs. Distributed Systems
By Donald W. Larson dwlarson@mac.com http://www.timeoutofmind.com Systems architecture is the framework in which individual systems are fitted together to create a larger system. The resulting architecture
More informationXweb: A Framework for Application Network Deployment in a Programmable Internet Service Infrastructure
Xweb: A Framework for Application Network Deployment in a Programmable Internet Service Infrastructure O. Ardaiz, F. Freitag, L. Navarro Computer Architecture Department, Polytechnic University of Catalonia,
More informationG.Vijaya kumar et al, Int. J. Comp. Tech. Appl., Vol 2 (5), 1413-1418
An Analytical Model to evaluate the Approaches of Mobility Management 1 G.Vijaya Kumar, *2 A.Lakshman Rao *1 M.Tech (CSE Student), Pragati Engineering College, Kakinada, India. Vijay9908914010@gmail.com
More informationA Novel Pathway for Portability of Networks and Handing-on between Networks
A Novel Pathway for Portability of Networks and Handing-on between Networks D. S. Dayana #1, S. R. Surya #2 Department of Computer Applications, SRM University, Chennai, India 1 dayanads@rediffmail.com
More informationICTNPL5071A Develop planning strategies for core network design
ICTNPL5071A Develop planning strategies for core network design Release: 1 ICTNPL5071A Develop planning strategies for core network design Modification History Not Applicable Approved Page 2 of 15 Unit
More informationalcatel-lucent converged network solution The cost-effective, application fluent approach to network convergence
alcatel-lucent converged network solution The cost-effective, application fluent approach to network convergence the corporate network is under pressure Today, corporate networks are facing unprecedented
More informationContent Distribution over IP: Developments and Challenges
Content Distribution over IP: Developments and Challenges Adrian Popescu, Blekinge Inst of Technology, Sweden Markus Fiedler, Blekinge Inst of Technology, Sweden Demetres D. Kouvatsos, University of Bradford,
More informationMultimedia Data Transmission over Wired/Wireless Networks
Multimedia Data Transmission over Wired/Wireless Networks Bharat Bhargava Gang Ding, Xiaoxin Wu, Mohamed Hefeeda, Halima Ghafoor Purdue University Website: http://www.cs.purdue.edu/homes/bb E-mail: bb@cs.purdue.edu
More informationHow To Understand Cloud Computing
Overview of Cloud Computing (ENCS 691K Chapter 1) Roch Glitho, PhD Associate Professor and Canada Research Chair My URL - http://users.encs.concordia.ca/~glitho/ Overview of Cloud Computing Towards a definition
More informationA Survey of MMORPG Architectures
A Survey of MMORPG Architectures Sakib R Saikia March 20, 2008 Abstract This paper discusses the main architectural considerations for a Massively Multiplayer Online Role Playing Games. It outlines the
More informationBest Practices for Deploying Wireless LANs
Best Practices for Deploying Wireless LANs An overview of special considerations in WLAN implementations As wireless LANs (WLANs) continue to grow in popularity, particularly in enterprise networks, the
More informationCross-layer Optimisation and Traffic Control for Delivering Super High Definition Video
Cross-layer Optimisation and Traffic Control for Delivering Super High Definition Video Miguel Rio, John Mitchell, David Griffin, Eleni Mykoniati, Raul Landa, Richard Clegg Department of Electronic and
More information8 Conclusion and Future Work
8 Conclusion and Future Work This chapter concludes this thesis and provides an outlook on future work in the area of mobile ad hoc networks and peer-to-peer overlay networks 8.1 Conclusion Due to the
More informationHow to Configure the Allworx 6x, 24x and 48x for use with Integra Telecom SIP Solutions
How to Configure the Allworx 6x, 24x and 48x for use with Integra Telecom SIP Solutions Overview: This document provides a reference for configuration of the Allworx 6x IP PBX to connect to Integra Telecom
More informationThe old Internet. Software in the Network: Outline. Traditional Design. 1) Basic Caching. The Arrival of Software (in the network)
The old Software in the Network: What Happened and Where to Go Prof. Eric A. Brewer UC Berkeley Inktomi Corporation Local networks with local names and switches IP creates global namespace and links the
More informationComputer Network. Interconnected collection of autonomous computers that are able to exchange information
Introduction Computer Network. Interconnected collection of autonomous computers that are able to exchange information No master/slave relationship between the computers in the network Data Communications.
More informationContinued improvement in semiconductor and computing. technologies brought exponential growth to wireless industry. The
23 Chapter-1 INTRODUCTION Continued improvement in semiconductor and computing technologies brought exponential growth to wireless industry. The huge number of advance mobile devices and integrated applications
More informationQuantifying the Performance Degradation of IPv6 for TCP in Windows and Linux Networking
Quantifying the Performance Degradation of IPv6 for TCP in Windows and Linux Networking Burjiz Soorty School of Computing and Mathematical Sciences Auckland University of Technology Auckland, New Zealand
More informationRealising the Virtual Home Environment (VHE) concept in ALL-IP UMTS networks
December 2000 European Institute for Research and Strategic Studies in Telecommunications GmbH AT THE THEATRE: Remove the Theatre Bookmark from her homepage PDA ONLINE THEATRE-TICKETS BOOKING Project P920
More informationScalable Data Collection for Internet-based Digital Government Applications
Scalable Data Collection for Internet-based Digital Government Applications [ Appeared in Proceedings of the 1st National Conference on Digital Government Research, 2001 ] W. C. Cheng C.-F. Chou L. Golubchik
More informationCHAPTER 7 SUMMARY AND CONCLUSION
179 CHAPTER 7 SUMMARY AND CONCLUSION This chapter summarizes our research achievements and conclude this thesis with discussions and interesting avenues for future exploration. The thesis describes a novel
More informationCHAPTER 6. VOICE COMMUNICATION OVER HYBRID MANETs
CHAPTER 6 VOICE COMMUNICATION OVER HYBRID MANETs Multimedia real-time session services such as voice and videoconferencing with Quality of Service support is challenging task on Mobile Ad hoc Network (MANETs).
More informationRAVEN, Network Security and Health for the Enterprise
RAVEN, Network Security and Health for the Enterprise The Promia RAVEN is a hardened Security Information and Event Management (SIEM) solution further providing network health, and interactive visualizations
More informationDemystifying Wi-Fi Roaming
EDUCATIONAL BRIEF Demystifying Wi-Fi Roaming What You Need to Know to Avoid Costly Mistakes A wide variety of modern conveniences are made possible through Wi-Fi Networking. Home automation, real-time
More informationThe Software Defined Hybrid Packet Optical Datacenter Network SDN AT LIGHT SPEED TM. 2012-13 CALIENT Technologies www.calient.
The Software Defined Hybrid Packet Optical Datacenter Network SDN AT LIGHT SPEED TM 2012-13 CALIENT Technologies www.calient.net 1 INTRODUCTION In datacenter networks, video, mobile data, and big data
More informationArchitectural Model for Wireless Peer-to-Peer (WP2P) File Sharing for Ubiquitous Mobile Devices
Architectural Model for Wireless Peer-to-Peer (WP2P) File Sharing for Ubiquitous Mobile Devices O.O. Abiona 1, A. I. Oluwaranti 2, T. Anjali 3, C. E. Onime 4, E.O. Popoola 5, G.A. Aderounmu 6, A. O Oluwatope
More informationMobile Broadband Technology & Services: Sustainability Factors
Mobile Broadband Technology & Services: Sustainability Factors Fisseha Mekuria (PhD.) CSIR Modelling and Digital Sciences, Mobile Computing Platforms. Pretoria 0001, South Africa. fmekuria@csir.co.za Abstract:
More informationMOBILITY MANAGEMENT ARCHITECTURE FOR 4G NETWORKS. This chapter discusses the design of proposed mobility management
118 Chapter 3 MOBILITY MANAGEMENT ARCHITECTURE FOR 4G NETWORKS This chapter discusses the design of proposed mobility management (MM) architecture for future 4G networks. As indicated earlier in previous
More informationINTERNET FOR VANET NETWORK COMMUNICATIONS -FLEETNET-
ABSTRACT INTERNET FOR VANET NETWORK COMMUNICATIONS -FLEETNET- Bahidja Boukenadil¹ ¹Department Of Telecommunication, Tlemcen University, Tlemcen,Algeria Now in the world, the exchange of information between
More informationAnalysis on Leveraging social networks for p2p content-based file sharing in disconnected manets
Analysis on Leveraging social networks for p2p content-based file sharing in disconnected manets # K.Deepika 1, M.Tech Computer Science Engineering, Mail: medeepusony@gmail.com # K.Meena 2, Assistant Professor
More informationAn Introduction to SIP
SIP trunking, simply put, is a way for you to accomplish something that you already do, for less money, with equal or better quality, and with greater functionality. A Guide to SIP V4 An Introduction to
More informationMobility, AAA, Security, Privacy : How can we support Real-World Network Mobility?
NEXT GENERATION NETWORKING 2011 Multi-Service Network Workshop 7-8 July 2011, Cosener s House, Abingdon, UK Mobility, AAA, Security, Privacy : How can we support Real-World Network Mobility? Panagiotis
More informationAN OVERVIEW OF QUALITY OF SERVICE COMPUTER NETWORK
Abstract AN OVERVIEW OF QUALITY OF SERVICE COMPUTER NETWORK Mrs. Amandeep Kaur, Assistant Professor, Department of Computer Application, Apeejay Institute of Management, Ramamandi, Jalandhar-144001, Punjab,
More informationNext Generation Video Collaboration Systems for Regional Australia. Digital Service Delivery
Next Generation Video Collaboration Systems for Regional Australia Digital Service Delivery 2011-2015 Agenda Context Introduction about NICTA Video collaboration and bandwidth Evolution of video collaboration
More informationHints and Implications of Player Interaction
Network Game Design: Hints and Implications of Player Interaction Kuan-Ta Chen, Academia Sinica Chin-Laung Lei, National Taiwan University NetGames 006 Observation User behavior is a key factor of how
More informationWhite paper. Reliable and Scalable TETRA networks
Abstract The evolution of TETRA networks towards an all- IP architecture is now a reality and has been accepted by even the most demanding users of TETRA technology. Although circuit switch based TETRA
More informationDiscovering Computers 2008. Chapter 9 Communications and Networks
Discovering Computers 2008 Chapter 9 Communications and Networks Chapter 9 Objectives Discuss the the components required for for successful communications Identify various sending and receiving devices
More informationOFFSHORE BANDWIDTH BOOST TECHNICAL WHITEPAPER
OFFSHORE BANDWIDTH BOOST TECHNICAL WHITEPAPER Page: 2 Executive Summary Costly, outdated technology has restricted those wanting to communicate to and from offshore supply vessels. Innovations from MCP
More informationWireless LAN Concepts
Wireless LAN Concepts Wireless LAN technology is becoming increasingly popular for a wide variety of applications. After evaluating the technology, most users are convinced of its reliability, satisfied
More informationCHAPTER 1: OPERATING SYSTEM FUNDAMENTALS
CHAPTER 1: OPERATING SYSTEM FUNDAMENTALS What is an operating? A collection of software modules to assist programmers in enhancing efficiency, flexibility, and robustness An Extended Machine from the users
More informationEnterprise VoIP Services over Mobile Ad-Hoc Technologies
Enterprise VoIP Services over Mobile Ad-Hoc Technologies 1 System Architecture Figure 1 illustrates the system architecture. We can divide it into 2 parts. One is the Mobile VoIP Box (MVB) node and the
More informationAchieving Low-Latency Security
Achieving Low-Latency Security In Today's Competitive, Regulatory and High-Speed Transaction Environment Darren Turnbull, VP Strategic Solutions - Fortinet Agenda 1 2 3 Firewall Architecture Typical Requirements
More informationIs backhaul the weak link in your LTE network? Network assurance strategies for LTE backhaul infrastructure
Is backhaul the weak link in your LTE network? Network assurance strategies for LTE backhaul infrastructure The LTE backhaul challenge Communication Service Providers (CSPs) are adopting LTE in rapid succession.
More informationAn Evaluation of Architectures for IMS Based Video Conferencing
An Evaluation of Architectures for IMS Based Video Conferencing Richard Spiers, Neco Ventura University of Cape Town Rondebosch South Africa Abstract The IP Multimedia Subsystem is an architectural framework
More informationTomás P. de Miguel DIT-UPM. dit UPM
Tomás P. de Miguel DIT- 15 12 Internet Mobile Market Phone.com 15 12 in Millions 9 6 3 9 6 3 0 1996 1997 1998 1999 2000 2001 0 Wireless Internet E-mail subscribers 2 (January 2001) Mobility The ability
More informationUnit 3 - Advanced Internet Architectures
Unit 3 - Advanced Internet Architectures Carlos Borrego Iglesias, Sergi Robles Carlos.Borrego@uab.cat,Sergi.Robles@uab.cat Departament d Enginyeria de la Informació i de les Comunicacions Universitat Autònoma
More informationDeliverable D7.1. Project Website and Project Presentation
Enriched Network aware Video Services over Internet Overlay Networks www.envision project.org Deliverable D7.1 Project Website and Project Presentation Public report, Final Version, 29 January 2010 Authors
More informationVoIP Conformance Labs
VoIP acceptance, VoIP connectivity, VoIP conformance, VoIP Approval, SIP acceptance, SIP connectivity, SIP conformance, SIP Approval, IMS acceptance, IMS connectivity, IMS conformance, IMS Approval, VoIP
More informationSentrollers and The Internet of Things
White Paper May-2013 Sentrollers and The Internet of Things By: Cees Links, Founder and CEO GreenPeak Technologies www.greenpeak.com The new buzzword floating around the world is the Internet of Things,
More informationFull Digital Contents Distribution to the Home using IPv6
Full Digital Contents Distribution to the Home using IPv6 14 th Mar 2002 Munechika Sumikawa (sumikawa@ebina.hitachi.co.jp) Enterprise Server Division Hitachi, Ltd. 1 Goals: Introduction Explain key benefits
More informationOn the Placement of Management and Control Functionality in Software Defined Networks
On the Placement of Management and Control Functionality in Software Defined Networks D.Tuncer et al. Department of Electronic & Electrical Engineering University College London, UK ManSDN/NfV 13 November
More informationMonitoring Service Delivery in an MPLS Environment
Monitoring Service Delivery in an MPLS Environment A growing number of enterprises depend on (or are considering) MPLS-based routing to guarantee high-bandwidth capacity for the real-time applications
More informationLocal Area Network By Bhupendra Ratha, Lecturer School of Library and Information Science Devi Ahilya University, Indore Email: bhu261@gmail.com Local Area Network LANs connect computers and peripheral
More informationPortable Wireless Mesh Networks: Competitive Differentiation
Portable Wireless Mesh Networks: Competitive Differentiation Rajant Corporation s kinetic mesh networking solutions combine specialized command and control software with ruggedized, high-performance hardware.
More informationInformix Dynamic Server May 2007. Availability Solutions with Informix Dynamic Server 11
Informix Dynamic Server May 2007 Availability Solutions with Informix Dynamic Server 11 1 Availability Solutions with IBM Informix Dynamic Server 11.10 Madison Pruet Ajay Gupta The addition of Multi-node
More informationCopyright 2014 Luxul. All rights reserved. All trademarks and registered trademarks are property of respective holders.
Copyright 2014 Luxul. All rights reserved. All trademarks and registered trademarks are property of respective holders. Things you need to know about Wi-Fi Roaming to avoid Costly Mistakes Martin Boulter,
More informationVXLAN: Scaling Data Center Capacity. White Paper
VXLAN: Scaling Data Center Capacity White Paper Virtual Extensible LAN (VXLAN) Overview This document provides an overview of how VXLAN works. It also provides criteria to help determine when and where
More informationAppendix A Core Concepts in SQL Server High Availability and Replication
Appendix A Core Concepts in SQL Server High Availability and Replication Appendix Overview Core Concepts in High Availability Core Concepts in Replication 1 Lesson 1: Core Concepts in High Availability
More informationData Networking and Architecture. Delegates should have some basic knowledge of Internet Protocol and Data Networking principles.
Data Networking and Architecture The course focuses on theoretical principles and practical implementation of selected Data Networking protocols and standards. Physical network architecture is described
More informationVOIP over Space Networks
VOIP over Space Networks C. Okino, W. Kwong, J. Pang, J. Gao, and L. Clare Jet Propulsion Laboratory California Institute of Technology Presented at The Fifth Space Internetworking Workshop 2006 Hanover,
More informationAcross China: The State Information Center s Nationwide Voice-over-IP Network
Across China: The State Information Center s Nationwide Voice-over-IP Network A customer case study from Quintum Technologies The State Information Center (SIC) is the government body responsible for delivering
More informationTÓPICOS AVANÇADOS EM REDES ADVANCED TOPICS IN NETWORKS
Mestrado em Engenharia de Redes de Comunicações TÓPICOS AVANÇADOS EM REDES ADVANCED TOPICS IN NETWORKS 2008-2009 Exemplos de Projecto - Network Design Examples 1 Hierarchical Network Design 2 Hierarchical
More informationPolicy Based Network Management of a Differentiated Services domain using the Common Open Policy Service protocol
Policy Based Network Management of a Differentiated Services domain using the Common Open Policy Service protocol Adam Burke, Neco Ventura Department of Electrical Engineering, University of Cape Town,
More informationMPLS is the enabling technology for the New Broadband (IP) Public Network
From the MPLS Forum Multi-Protocol Switching (MPLS) An Overview Mario BALI Turin Polytechnic Mario.Baldi@polito.it www.polito.it/~baldi MPLS is the enabling technology for the New Broadband (IP) Public
More informationInformation Communications Technology (ICT) Innovations Category
A. Project Title 2008 NASCIO Recognition Awards The District of Columbia Public Schools Communications Enhancement Project Information Communications Technology (ICT) Innovations Category 1 EXECUTIVE SUMMARY
More informationITU-T Future Networks and Its Framework of Virtualization
ITU-T Future Networks and Its Framework of Virtualization Ziaul Ain Usmani 1, Dr. Gulabchand K. Gupta 2 1 Research Scholar, JJT University, Jhunjhunu, Rajasthan, India 2 Western College of Commerce and
More informationCisco Mobile Network Solutions for Commercial Transit Agencies
Cisco Mobile Network Solutions for Commercial Transit Agencies Overview Commercial transit agencies provide a vital service to our communities. Their goal is to provide safe, affordable, and convenient
More informationInternet Architecture for Robust Mobility. Sangheon Pack (백상헌) Korea University shpack@korea.ac.kr
Internet Architecture for Robust Mobility Sangheon Pack (백상헌) Korea University shpack@korea.ac.kr Contents Introduction IETF Activity Home Agent Reliability Protocol P2P-based Approaches ROAM and SAMP
More informationIntroduction Chapter 1. Uses of Computer Networks
Introduction Chapter 1 Uses of Computer Networks Network Hardware Network Software Reference Models Example Networks Network Standardization Metric Units Revised: August 2011 Uses of Computer Networks
More informationWhite Paper. avaya.com 1. Table of Contents. Starting Points
White Paper Session Initiation Protocol Trunking - enabling new collaboration and helping keep the network safe with an Enterprise Session Border Controller Table of Contents Executive Summary...1 Starting
More informationCS6204 Advanced Topics in Networking
CS6204 Advanced Topics in Networking Assoc Prof. Chan Mun Choon School of Computing National University of Singapore Aug 14, 2015 CS6204 Lecturer Chan Mun Choon Office: COM2, #04-17 Email: chanmc@comp.nus.edu.sg
More informationPSTN IXC PSTN LEC PSTN LEC STP STP. Class 4. Class 4 SCP SCP STP. Switch. Switch STP. Signaling Media. Class 5. Class 5. Switch.
As we enter the 21st century, we are experiencing a telecommunications revolution. From a technological perspective, the distinction between voice information and other kinds of data is blurring as circuit-switched
More informationKey Drivers of Hosted Voip
Key Drivers of Hosted Voip CONTENTS Overview.... 3 Capital Cost savings:.... 4 Stress free implementation:... 4 Lower phone bills:... 4 Easily set up remote workers:... 5 No busy signals:... 5 Save on
More informationA survey on Wireless Mesh Networks
A survey on Wireless Mesh Networks IF Akyildiz, X Wang - Communications Magazine, IEEE, 2005 Youngbin Im ybim@mmlab.snu.ac.kr 2007.10.15. Contents Introduction to WMNs Network architecture Critical design
More informationTelecom Applications:
Wireless Broadband: As the global economy continues to expand, so does the demand for information. This information needs to be abundant, diversified, instant, scattered and mobile, all at the same time.
More informationOpenMTC. M2M Solutions for Smart Cities and the Internet of Things. www.open-mtc.org info@open-mtc.org
OpenMTC M2M Solutions for Smart Cities and the Internet of Things www.open-mtc.org info@open-mtc.org 2. March März 2, 2013 Understanding M2M Machine-to-Machine (M2M) is a paradigm in which the end-to-end
More informationForced Low latency Handoff in Mobile Cellular Data Networks
Forced Low latency Handoff in Mobile Cellular Data Networks N. Moayedian, Faramarz Hendessi Department of Electrical and Computer Engineering Isfahan University of Technology, Isfahan, IRAN Hendessi@cc.iut.ac.ir
More informationThroughput Maximization in Wireless LAN with Load Balancing Approach and Cell Breathing
Throughput Maximization in Wireless LAN with Load Balancing Approach and Cell Breathing Prof.Devesh Sharma Prof.MamtaSood Subhash patil Santosh Durugkar TIT, Bhopal TIT, Bhopal TIT, Bhopal LGNSCOE,Nasik
More informationJuniper Networks QFabric: Scaling for the Modern Data Center
Juniper Networks QFabric: Scaling for the Modern Data Center Executive Summary The modern data center has undergone a series of changes that have significantly impacted business operations. Applications
More informationA B S T R A C T. Index Trems- Wi-Fi P2P, WLAN, Mobile Telephony, Piconet I. INTRODUCTION
Wi-Fi Calling Using Android Phones. Mr.Dnyaneshwar Bhusari, Mr.Gaurav Mokase, Mr.Prasad Waghmare, Ms. Kundan Kumar Department of Information Technology D.Y.Patil College of Engineering, Akurdi, Pune, India
More informationService Oriented Paradigm for Massive Multiplayer Online Games
Service Oriented Paradigm for Massive Multiplayer Online Games Farrukh Arslan ECE Department, Purdue University, IN, USA farslan@purdue.edu Abstract. In recent times Massive Multiplayer Online Game has
More information