Survey Article
Quality of
Service (QoS) Issues in Multimedia Wireless Network (181-202)
Sulata Mitra and Mosa A. Abu-Rgheff
The advances in
multimedia applications over a wide area network have directed
considerable research into the quality of service. A comprehensive
exposition of the specifications and management of quality of service (QoS)
in wireless networks and in distributed computing systems, supporting
multimedia applications, are important for both service providers and
end users. This article is a survey to explore issues concerning the
quality of service in the current and future multimedia services in
wireless networks. The survey is done in two phases. In the first
phase, a survey of various issues in third generation multimedia
applications is presented. The second phase highlights research on QoS
issues in the developing technology of the fourth generation wireless
networks.
Research Articles
Mesh-based P2P Live Video Streaming
with StreamComplete (203-237)
Federico
Covino and Massimo Mecella
This paper introduces StreamComplete, a new architecture and prototype
system for mesh-based P2P live video streaming; it realizes a new
concept of overlay network's management as well as merges the best
practices of tree- and mesh-based approaches. \StreamComplete creates a
dynamic overlay network that optimizes itself on the basis of local
conditions of peers. We have extensively evaluated the performance and
the behavior of StreamComplete over the PlanetLab. Our experiments
demonstrate the ability of peers in managing the overlay network with
autonomic behavior in case of network changes. Furthermore the system is
scalable w.r.t. the cardinality of the overlay network, by requiring
very few control traffic.
Distributed Scheduling in a
Time-Varying Ad Hoc Network (238-254)
Tina Heikkinen and Ari Hottinen
This paper studies opportunistic distributed scheduling in an ad hoc
wireless network, assuming partial orthogonality among multiple
transmitters. The approach is based on game theory. A fair distributed
scheduling scheme in a time-correlated channel is defined using a
synchronous game for highly orthogonal transmitters and using an
asynchronous game based on one-at-a-time transmission otherwise.
Distributed game heuristics only require local node level information
but still achieve a significant portion (at least 80 % in example cases)
of the sum of rates obtained using coalitional uplink proportional fair
scheduling for a wide range of orthogonality factors. An asynchronous
game based on one-at-a-time transmission performs well relative to PFS
for non-orthogonal transmitters. In addition to noncooperative game
models, a cooperative game model for threshold-based scheduling is
studied.
A Scheduling Method to
Reduce Waiting Time for P2P Streaming Systems (255-270)
Yusuke Gotoh,
Kentaro Susuki, Tomoki Yoshihisa, and Masanori Kanazawa
Recently, live streaming systems with
peer-to-peer (P2P) technology have attracted much attention and are
changing how we watch movies. In P2P streaming systems, a peer that
plays the movie receives data from other peers. By sequentially playing
the received data, users can watch the entire movie from beginning to
the end. We previously proposed a method to reduce waiting time in P2P
streaming. In conventional methods, by receiving the first chunk of data
sequentially from a peer with large bandwidth and making a delivery
schedule that considers the finishing time to delivery each content,
waiting time is reduced effectively. However, these methods do not
consider the case where heterogeneous peers deliver data to multiple
peers. Also, since selected peers deliver the data to a peer using all
the bandwidth, the number of available peers that deliver data
decreases. In this paper, we propose a scheduling method to reduce the
waiting time for selecting peers in P2P streaming by selecting peers and
considering the available bandwidth. By designing and implementing P2P
streaming systems, we consider situations in which our proposed system
is effective. Our evaluation shows that our proposed method reduces the
average waiting time 62.5\% more than conventional methods at maximum.
Back
to JMM Online Front Page