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IP Packet charging for multimedia services

( Télécharger le fichier original )
par SAIDI SAIBA et KAYISINGA Jean de DIEU
National University of Rwanda - Bachelor's degree 2007
  

Disponible en mode multipage

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NATIONAL UNIVERSITY OF RWANDA

i

FACULTY OF SCIENCE AND TECHNOLOGY
DEPARTMENT OF COMPUTER SCIENCE

IP PACKET CHARGING MODEL FOR

MULTIMEDIA SERVICES

Submitted in partial fulfilment of the requirements

for the award of Bachelor's degree in Computer Science

By:

KAYISINGA JEAN DE

DIEU

&

SAIDI SAIBA

Director:

Mr. ASHRAPH Sulaiman

Huye, February 2007

DEDICATION

To the Almighty Godfor his guidance and protection
To myparents
To my sister and brothers
To all myfriends and relatives

KAYISINGA Jean de Dieu

To the Almighty Godfor his guidance and protection
To my dearest parents
To my late aunt GAHONGA VIRE
To my late brother AMADA Saiba
To my appreciate brothers, sisters and cousins
To all of mine

ii

ACKNOWLEDGEMENT

Our sincere thanks go first and foremost to Mr. ASHRAPH Sulaiman for having accepted to supervise this dissertation despite his enormous responsibilities. Without his guidance, support and advice, we would not have succeeded in finishing this work.

We also thank all the lecturers in the Faculty of Applied Science and the Faculty of Science and Technology especially those of the Computer Science department for the intellectual package they provided us. Special thanks go to Dr. SAHINGUVU William, for his remarkable contribution along our research project. Particular thanks to the National University of Rwanda and the Rwandan Government for having given us opportunities to get these skills.

Our sincere gratitude goes to NUR Computing Center staff, especially the Managing Director Mr. NKURIKIYIMFURA Didier and Mr. Vincent DEMARQUE for their collaborating efforts to provide needed information and materials to the achievement of desired goals of this project.

Special thanks go to our friends NSHIMIYE RWAKIGARAMA Michel, MANZI KAREKEZI Michel, KABANDANA Jacques, Ir. MAZIMA Georges, KAYUMBA Fred, and NIYIBIZI Jean Paul who have been there when we need them and for their great affection.

We are also very grateful to our parents, relatives, different families and friends for their valuable support through out the years of our education.

We would not forget to appreciate the company and friendship from our colleagues especially those who contributed to the completion ofthis work.

YO U DESER VE O UR SINCERE APPRECIA TIONS.
MAY GOD BLESS YOUALL.

iii

TABLE OF CONTENTS

DEDICATION i

ACKNOWLEDGEMENT ii

TABLE OF CONTENTS iii

ACRONYMS v

LIST OF FIGURES vii

LIST OF TABLES viii

ABSTRACT ix

SOMMAIRE x

CHAPTER I: GENERAL INTRODUCTION 1

I.1. Background 1

I.2. Introduction 1

I.3. Statement of the problem 2

I.4 Objectives ofthe study 3

I.5. Hypothesis ofthe study 3

I.6. Methodology 3

I.7. Interest of the project 4

I. 7.1. Personal interest 4

I.7.2. Community interest 4

I.8. Approach to the study 4

I.9. Scope ofthe project 4

I.10. Organization of the study 5

CHAPTER II: THEORITICAL CONCEPTS 6

II.1. COMPUTER NETWORK BASICS 6

II.1.1. NET WORK DE VICES 6

II.1.2. LAN 7

II.1.3. WAN 8

II.1.4.MAN 9

II.1.5.SWITCHING 10

II.2 OSI MODEL AND TCP/IP 14

II.2.1 THE SEVENLA YERS MODEL 14

II.2.2 TCP/IP AND UDPPROTOCOLS 15

II.3 QUEUING DELAY AND JITTER BUFFER 21

II.3.1 BUFFER 21

II.3.2 JITTER BUFFER 22

II.3.3 QUEUINGDELAY 23

II.3.4 LA TENCY 23

II.4 QUALITY of SERVICE 24

II.4.1 INTRODUCTION 24

II.4.2 QoS CONCEPTS 24

II.4.3 BASIC QoS ARCHITECTURE 25

II.4.4 QoS WITHINA SINGLE NETWORK ELEMENT 26

II.5 MULTIMEDIA OVER IP 27

II.6 STREAMING PROCESS 33

II.6.1 STREAMING 33

II.6.2 UNICAST 33

II.6.4BROADCAST 36

II.7 MULTIMEDIA APPLICATIONS 39

CHAPTER III: RESEARCH METHODOLOGY AND ANALYSIS OF MULTIMEDIA SERVICES 44

III.1 Introduction 44

III.2 Section approach 44

III.2.1 Concepts 45

III.2.2 Notations 45

III.2.3 Process 45

III.2.4 Pragmatics 45

III.3 Live media model Analysis 46

III. 3.1 TRADITIONNAL STREAMING 46

CHAPTER IV: ANALYSIS AND IMPLEMENTATION OF LIVE VIDEO

STREAMING 50

IV. 1 Introduction 50

IV.2 Shoutcast configuration 52

IV.2. 1 STAR T SHOUTCAST CONFIGURATION 52

IV. 2.2 WARNING CONFIGURATION 52

IV. 2.3 SHOUTCAST CONFIGURATIONFILE 53

IV.3 live video streaming using nsv capture 53

IV. 3.1 SET CAPTURE DESTINATION 54

IV. 3.2 SET CAPTURE DESTINATION FILE 54

IV. 3.3 NVS tools FOR DE VICES 55

IV. 3.4 SET CAPTURE DESTINATION 55

IV. 3.5 VIDEO DECODER CONFIGURATION 57

IV. 3.6 VIDEO CAPTURING PIN CONFIGURATION 58

IV. 3.7 VIDEO CAPTURING CONFIGURATION 58

IV.4 Results analysis 61

CHAPTER V: CONCLUSION AND RECOMMENDATIONS 69

REFERENCES 70

ACRONYMS

: : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : :

ATM CBWFQ CD

CPU CQ

DirectTV DNS DTX ETSI

ES

FDDI FIFO GB

GHz ICMP IHL InterNIC IP

IS

ISP

kHz

LAN MAN MB

Mbps MIDI MPEG MTN MTU NSP NSV NSVcap

Asynchronous Transfer Mode Class-Based Weighted Fair Queuing Compact Disc

Central Processing Unit

Custom Queuing

Direct TeleVision

Domain Name System

Discontinuous Transmission

European Telecommunications Standards Institute. End System

Fiber-Distributed Data Interface First In First Out

Giga Bytes

Giga Hertz

Internet Control Message Protocol IP Header Length

Internet Network Information Center Internet Protocol

Intermediate Systems

Internet Service Provider Kilo Hertz

Local Area Network

Metropolitan Area Network MegaByte

Mega bytes per second

Musical Instrument Digital Interface Moving Picture Experts Group Mobile Telephone Network Maximum-Transmission Unit Network Service Providers

Nullsoft Streaming Video Nullsoft Streaming Video Capture

vi

: : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : :

NTSC OS' PAL

PC

PC'

PQ

PS

QoS RAM RG RGB RRe

RR RSVP RTCP RTP RTSP SDES SONET SR

SVideo TCP

TV UDP UK VAD VCR VHS Vo'P WAN WFQ WLAN WRED

National Television Systems Committee Open Systems Interconnection Phase-Alternating Line

Personal Computer

Peripheral Component Interconnect Priority Queuing

Packet Switching Quality of Service

Random Acces s Memory

Resource Grants Red Green Blue Receiver Report Resource Request

Resource ReServVation Protocol Real-Time Control Protocol

Real-time Transport Protocol Real-Time Streaming Protocol

Source Description Items

Synchronous Optical Network

Sender Report Super Video

Transmission Control Protocol Television

User Datagram Protocol

United Kingdom

Voice Activity Detection

Video Cassette Recorders

Video Home System

Voice over Internet Protocol

Wide Area Network Weight Fair Queue Wireless Local Area Network

Weighted early random

LIST OF FIGURES

Figure 1: WAN topology (Typical "mesh" connectivity of a Wide Area Network) 9

Figure 2: A connection between two systems A & D formed from 3 links 10

Figure 3: A circuit switched connection between A and D 11

Figure 4: Communication between A and D using circuits which shared dusing PS 13

Figure 5: Packet-switched communication between systems A and D 13

Figure 6: OSImodel 15

Figure 7: IP packet Datagram 17

Figure 8: IP address consists of 32 bits, grouped into four octets. 19

Figure 9: UDP encapsulation 20

Figure 10: UDP segment structure 20

Figure 11: A Basic QoS Implementation Has Three Main Components 25

Figure 12 : High Level Network diagram for UNICAST 34

Figure 13 : High Level Network for MULTICAST 35

Figure 14: Broadcasting process 37

Figure 15: High level Network Architecture of live video streaming 38

Figure 16: HiperLAN/2 QoS Architecture 41

Figure 17: Packet Scheduling 42

Figure 18: Traditional streaming diagram 46

Figure 19: Bandwidth diagram for traditional streaming 48

Figure 20: PCs connection diagram 51

Figure 21: Start shoutcast server 52

Figure 22: Warning of configuration 52

Figure 23: Shoutcast configuration file 53

Figure 24: NSV tools configuration to set capture destination 54

Figure 25: Set capture destination 54

Figure 26: NVS tools for capturing cards 55

Figure 27: Selection ofvideo input 56

Figure 28: Video capture filter configuration 56

Figure 29: Video Decoder configuration 57

Figure 30: Video Proc Amp 57

Figure 31: Video Capture pin 58

Figure 32: Video capture configuration 59

Figure 33: NSV configuration 59

Figure 34: NSV encoder configuration 60

Figure 35: The first image to send to the client 60

Figure 36: starting capturing the image 61

Figure 37: Intrastation packets scheduling 63

Figure 38: Interstation packets scheduling 65

Figure 39: Comparative diagram between packet charging model and traditional streaming 66

LIST OF TABLES

Table 1: Bandwidth test for traditional streaming 47

Table 2: PCs specification 51

Table 3: latency test 62

Table 4: Intrastation packets scheduling 63

Table 5: Interstation packets scheduling: 64

Table 6: Comparative table 65

Table 7: Packets loss inside the network 66

ABSTRACT

IP packet charging model is an important component of networking. However this is not mostly used by multimedia users, and yet it has many advantages.

This work presents the techniques of live video streaming and analyze high performance and quick relay of multimedia services especially for live video streaming.

Our contribution concerns two essential parts:

In the first place there is a theoretical part. This part puts in evidence the concepts of the multimedia as well as those of the streaming, packets scheduling concepts and protocols used when doing real time streaming in a detailed way.

The second part which is the practical part is made in four stages:

1. Network analysis based on testing latency, bandwidth and packets loss when there is traffic ofpackets when using traditional streaming.

2. The implementation of IP packet charging model for multimedia services which has been focusing on live video streaming by using Shoutcast as a streaming server and Nullsoft tools as encoder tools that help to convert video into streamable format.

3. Network analysis after implementing IP packet charging model

4. The finally thing was about conclusion and recommendation of the study which showed advantages ofusing IP packet charging model.

SOMMAIRE

Le modèle de chargement de paquet d'IP est une important partie de la gestion de réseau. Cependant ceci n'est pas employé par des utilisateurs de services multimédia la plupart du temps, et pourtant ceci présente d'avantages.Ce travail présente les techniques de vidéo streaming et analyse le rendement élevé et le relais rapide des services multimédia particulièrement pour le vidéo streaming. Notre contribution concerne deux parts essentielles :

Il y a en premier lieu une revue théorique. La présente partie met en évidence les concepts de multimédia comme ceux de streaming, des concepts d'ordonnancement de paquets et des protocoles intervenant pendant la réalisation du streaming en temps réel dans une manière détaillée.

La deuxième partie qui est la partie pratique est faite dans quatre phases:

1. Analyse de réseau basé sur la latence, la bande passante et la perte de paquets pendant le trafic des paquets en utilisant le streaming traditionnel.

2. L'exécution du modèle de chargement de paquet d'IP pour des services multimédia en général, et particulièrement le vidéo streaming en employant Shoutcast comme serveur streaming et des outils développer par Nullsoft comme outils d'encodage qui aident à convertir la vidéo en format capable d'être streamé.

3. Analyse de réseau après avoir fait la mise en application du modèle de chargement de paquet d'IP.

4. la dernière étape était de conclure et de faire les recommandations de l'étude en montrant les avantages d'employer le modèle de chargement de paquet d'IP.

CHAPTER I: GENERAL INTRODUCTION

Background

Internet Protocol (IP) Multimedia requires the support of guaranteed services and charging to provide a valuable service for potential customers. The quality of long distance Multimedia files via the Internet is heavily affected by the load of the links that the traffic of data (Multimedia files) has to traverse. As different quality requirements of users exist, the Internet has to support different service classes. Therefore, an advanced services network model is required.

In turn, and that is the main motivation for this work, if at least two traffic classes exist on the Internet, the right incentive must exist for any user to choose the traffic class that optimally fits the necessary requirements and will be the most efficient in terms ofprice to be paid.

Therefore, the integration of IP packet charging model and Quality-of-Service (QoS) interfaces for IP in multimedia services is important to stimulate the future use of the Internet. This work gives an overview of IP packet charging model for multimedia services, an experimental Platform for standards-based IP Multimedia that are enhanced with QoS and packet charging support.

I.1. Introduction

The traffic of multimedia services is the one that occupy a large bandwidth in a network, now days the growth of this traffic is becoming significant that can cause many failures inside a network.

send all file packets inside the network, and the aims of giving IP are addressing and choosing the best path for the packets to reach destination.

This project set out to implement an IP packet charging model inside a network with the main objective of maintaining the Quality of Services, The traditional way of handling this is to integrate QoS mechanisms with the application logic, i.e., making the components self-adaptive.

I.3. Statement of the problem

Network connection are able to carry many types of services such as voice, data, images, and video (flow of packets).This study deals with problems of streaming video, in traditional streaming, buffer are used in order to transfer data, and the QoS is still not satisfactory because of many features like packets loss (which is very high), latency time is great and the bandwidth is saturated.

However, IP multimedia provides services based on Internet and it is concerned with multimedia data transmission. The selection of destination address and choice of multimedia services quality is required in order to get an easy transmission of multimedia services.

Traditional streaming used to send packets inside the network without using packets switching which decreased the number of packets inside the network and cannot improve the high performance and quick relay of multimedia services, which means there is:

> A high bandwidth used during packets traffic. > A great latency time.

> A great number ofpackets lost during the traffic

As solution, IP packet charging models for Multimedia services was been chosen, which could help to solve the problem of charging data to the appropriate destination. In this project understanding how packet switching and circuit switching work is helpful because it can be used when transmitted multimedia services.

I.4 Objectives of the study

The principal objective of this project is:

> To analyze network performance when using traditional streaming and packets charging models

> To analyze queuing delay and jitter buffer during traffic.

> IP packet charging model implementation for multimedia services

> To analyze QoS variation during packets traffic i.e. latency, jitter and bandwidth variation.

I.5. Hypothesis of the study This project aims at verifying the following hypothesis:

«It is possible to implement the IP packet charging models for Multimedia Services in order to get a high performance and quick relay of multimedia services.»

I.6. Methodology

A methodology is a series of choices such us choices about what information and data to gather, Choices about how to analyze the information and data that you gather and other methodological choices. In This project the choice made is the one that helped to analyze the network by making comparison and it is called a comparative research.

Comparative methodology is the act of comparing two or more things with a view to discovering something about one or all of the things being compared. This technique often utilizes multiple disciplines in one study.

When it comes to method, the majority agreement is that there is no methodology particular to comparative research. 1In this case the comparison done between traditional streaming and IP packet charging models in a network.

1 http://en.wikipedia.org/wiki/Comparative_research,September 24, 2006

I.7. Interest of the project I.7.1. Personal interest

Working on this project is acquire the practical experience in networking (in general) and in IP network (in particular) that didn't acquire before, by gathering different concepts from different courses studied during our graduate program, and put up a system that is helpful.

I.7.2. Community interest

Like the National University of Rwanda many other organizations, like MTN (Mobile Telephone Network) and other companies that require Multimedia files traffic, this project through the use of IP packets charging models technology would provide a cost effective technic for using their existing network infrastructure to make a good Quality of Services to their customers.

I.8. Approach to the study

The study will be focused on network performance during Multimedia traffics. It is composed ofthe following phases:

> Requirement analysis

> Implementation

> Testing

> Operations & Maintenance

I.9. Scope of the project

The scope of this work is to implement IP packets charging models for multimedia services such as text, image, audio, and video and so on, but in this project multimedia focused on is video, with this live video streaming will be done and the problem of buffering (packets loss) will be treated as well. All this will help to show a video in real time.

I.10. Organization of the study This study is organized in chapters:

Chapter 1: This chapter concerns the general introduction about the project Chapter 2: This chapter concerns the theoretical concepts related to the project

Chapter 3: This chapter concerns the research methodology and analysis of

multimedia services.

Chapter 4: This chapter focuses on the implementation ofIP packet charging model for multimedia services

Chapter 5: The last Chapter is focusing for Conclusion and Suggestions.

CHAPTER II: THEORITICAL CONCEPTS

II.1. COMPUTER NETWORK BASICS

An internet work is a collection of individual networks, connected by intermediate networking devices, that functions as a single large network. The networking devices are the vital tools for communication.

Whenever they have a set of computers or networking devices to be connected, they make the connections, depending on the physical layout and their requirements Depending on the physical layout or topology of the network, there are many types of networks topologies, but in this project let talk about Local Area Network(LAN) and Wide Area Network(WAN).

II.1.1. NETWORK DEVICES II.1.1.1.Router

A router is a device that forwards data packets along networks. A router is connected to at least two networks, commonly two LANs or WANs or a LAN and its ISP's network. Routers are located at gateways, the places where two or more networks connect.

Routers use headers and forwarding tables to determine the best path for forwarding the packets, and they use protocols such as ICMP to communicate with each other and configure the best route between any two hosts. 2

2 http://www.webopedia.com/TERM/r/router.html, February 1,2007

II.1.1.2. Switch

A switch is used in a wired network to connect Ethernet cables from a number of devices together. The switch allows each device to talk to the others. (Switches aren't used in networks with only wireless connections, since network devices such as routers and adapters communicate directly with one another, with nothing in between.)3

II.1.2. LAN

The Local Area Network (LAN) is by far the most common type of data network. As the name suggests, a LAN serves a local area (typically the area of a floor of a building, but in some cases spanning a distance of several kilometers).

Typical installations are in industrial plants, office buildings, college or university campuses, or similar locations. In these locations, it is feasible for the owning Organization to install high quality, high-speed communication links interconnecting nodes. Typical data transmission speeds are one to 100 megabits per second.

A wide variety of LANs have been built and installed, but a few types have more recently become dominant. The most widely used LAN system is the Ethernet system developed by the Xerox Corporation.

Intermediate nodes (i.e. repeaters, bridges and switches) allow LANs to be connected together to form larger LANs. A LAN may also be connected to another LAN or to WANs and MANs using a "router".

In summary, a LAN is a communications network which is:

· local (i.e. one building or group of buildings)

· controlled by one administrative authority

· assumes other users of the LAN are trusted

· usually high speed and is always shared

3 http://kbserver.netgear.com/kb_web_files/n101528.asp, February 1, 2007

LANs allow users to share resources on computers within an organization, and may be used to provide a (shared) access to remote organizations through a router connected to a Metropolitan Area Network (MAN) or a Wide Area Network (WAN).4

II.1.3. WAN

The term Wide Area Network (WAN) usually refers to a network which covers a large geographical area, and use communications circuits to connect the intermediate nodes. A major factor impacting WAN design and performance is a requirement that they lease communications circuits from telephone companies or other communications carriers.

Numerous WANs have been constructed, including public packet networks, large corporate networks, military networks, banking networks, stock brokerage networks, and airline reservation networks.

Some WANs are very extensive, spanning the globe, but most do not provide true global coverage. Organizations supporting WANs using the Internet Protocol are known as Network Service Providers (NSPs). These form the core of the Internet.

By connecting the NSP WANs together using links at Internet Packet Interchanges (sometimes called "peering points") a global communication infrastructure is formed. NSPs do not generally handle individual customer accounts (except for the major corporate customers), but instead deal with intermediate organizations whom they can charge for high capacity communications.

They generally have an agreement to exchange certain volumes of data at a certain "quality of service" with other NSPs. So practically any NSP can reach any other NSP, but may require the use of one or more other NSP networks to reach the required destination. NSPs vary in terms of the transit delay, transmission rate, and connectivity offered.

4 http://www.erg.abdn.ac.uk/users/gorry/course/intro-pages/lan.html , September 12,2006

Figure 1: WAN topology (Typical "mesh" connectivity of a Wide Area Network) Source: http://www.erg.abdn.ac.uk/users/gorry/course/intro-pages/wan.html,september 22,2006

A typical network is shown in the figure above. This connects a number of End System (ES) (e.g. A, C, H, K) and a number of Intermediate Systems (IS)(e.g. B, D, E, F, G, I, J) to form a network over which data may be communicated between the End Systems (ES).

The characteristics of the transmission facilities lead to an emphasis on efficiency of communications techniques in the design of WANs. Controlling the volume of traffic and avoiding excessive delays is important. Since the topologies of WANs are likely to be more complex than those of LANs, routing algorithms also receive more emphasis.

Many WANs also implement sophisticated monitoring procedures to account for which users consume the network resources. This is, in some cases, used to generate billing information to charge individual users.5

II.1.4. MAN

Short for Metropolitan Area Network, a data network designed for a town or city. In terms of geographic breadth, MANs are larger than local-area networks (LANs), but smaller than widearea networks (WANs). MANs are usually characterized by very high-speed connections using fiber optical cable or other digital media. 6

5 http://www.erg.abdn.ac.uk/users/gorry/course/intro-pages/wan.html, September 12,2006

6 http://www.webopedia.com/TERM/M/MAN.html, September 12,2006

II.1.5. SWITCHING II.1.5.1. CIRCUITSWITCHING

Circuit switching is the most familiar technique used to build a communications network. It is used for ordinary telephone calls. It allows communications equipment and circuits, to be shared among users. Each user has sole access to a circuit (functionally equivalent to a pair of copper wires) during network use. Consider communication between two points A and D in a network. The connection between A and D is provided using (shared) links between two other pieces of equipment, B and C.

Figure 2: A connection between two systems A & D formed from 3 links

Source: http://www.erg.abdn.ac.uk/users/gorry/course/intro-pages/cs.html, September 12, 2006

Network use is initiated by a connection phase, during which a circuit is set up between source and destination, and terminated by a disconnect phase. These phases, with associated timings, are illustrated in the figure below.

Figure 3: A circuit switched connection between A and D

Source: http://www.erg.abdn.ac.uk/users/gorry/course/intro-pages/cs.html, September 12, 2006

Figure 3 shows how Information is flowing in two directions. Information sent from the calling end is shown in pink and information returned from the remote end is shown in blue.

After a user requests a circuit, the desired destination address must be communicated to the local switching node (B). In a telephony network, this is achieved by dialing the number.

Node B receives the connection request and identifies a path to the destination (D) via an intermediate node (C). This is followed by a circuit connection phase handled by the switching nodes and initiated by allocating a free circuit to C (link BC), followed by transmission of a call request signal from node B to node C. In turn, node C allocates a link (CD) and the request is then passed to node D after a similar delay.

The circuit is then established and may be used. While it is available for use, resources (i.e. in the intermediate equipment at B and C) and capacity on the links between the equipment are dedicated to the use of the circuit.

After completion of the connection, a signal confirming circuit establishment (a connect signal in the diagram) is returned; this flows directly back to node A with no search delays since the circuit has been established. Transfer of the data in the message then begins. After data transfer, the circuit is disconnected; a simple disconnect phase is included after the end ofthe data transmission.

Delays for setting up a circuit connection can be high, especially if ordinary telephone equipment is used. Call setup time with conventional equipment is typically on the order of 5 to 25 seconds after completion of dialing. New fast circuit switching techniques can reduce delays. Trade-offs between circuit switching and other types of switching depend strongly on switching times. 7

II.1.5.2. PACKET SWITCHING

Packet switching is similar to message switching using short messages. Any message exceeding a network-defined maximum length is broken up into shorter units, known as packets, for transmission; the packets, each with an associated header, are then transmitted individually through the network. The fundamental difference in packet communication is that the data is formed into packets, and well-known "idle" patterns which are used to occupy the link when there is no data to be communicated.

Packet network equipment discards the "idle" patterns between packets and processes the entire packet as one piece of data. The equipment examines the packet header information (PCI) and then either removes the header (in an end system) or forwards the packet to another system. If the out-going link is not available, then the packet is placed in a queue until the link becomes free. A packet network is formed by links which connect packet network equipment.

7 http://www.erg.abdn.ac.uk/users/gorry/course/intro-pages/cs.html, September 12,2006

Figure 4: Communication between A and D using circuits which shared dusing PS. Source: Own drawing

Figure 5: Packet-switched communication between systems A and D Source: http://www.erg.abdn.ac.uk/users/gorry/course/intro-pages/ps.html

Figure 5 illustrate how message has been broken into three parts labeled 1 to 3 There are two important benefits from packet switching.

1. The first and most important benefit is that since packets are short, the communication links between the nodes are only allocated to transferring a single message for a short period of time while transmitting each packet. Longer messages require a series of packets to be sent, but do not require the link to be dedicated between the transmission of each packet. The implication is that packets

belonging to other messages may be sent between the packets of the message being sent from A to D. This provides a much fairer sharing of the resources of each ofthe links.

2. Another benefit ofpacket switching is known as "pipelining". Pipelining is visible in the figure above. At the time packet 1 is sent from B to C, packet 2 is sent from A to B; packet 1 is sent from C to D while packet 2 is sent from B to C, and packet 3 is sent from A to B, and so forth. This simultaneous use of communications links represents a gain in efficiency; the total delay for transmission across a packet network may be considerably less than for message switching, despite the inclusion of a header in each packet rather than in each

8

message.

II.2 OSI MODEL AND TCP/IP II.2.1 THE SE VEN LAYERS MODEL Seven layers are defined:

Application: Provides different services to the applications and describes how real work actually gets done. This layer would implement file system operations.

Presentation: Converts the information and describes the syntax of data being transferred. This layer describes how floating point numbers can be exchanged between hosts with different math formats.

Session: Handles problems which are not communication issues and describes the organization of data sequences larger than the packets handled by lower layers. This layer describes how request and reply packets are paired in a remote procedure call.

Transport: Provides end to end communication control and describes the quality and nature of the data delivery. This layer defines if and how retransmissions will be used to ensure data delivery.

8 http://www.erg.abdn.ac.uk/users/gorry/course/intro-pages/ps.html,September 12,2006

Network: Routes the information in the network and describes how a series of exchanges over various data links can deliver data between any two nodes in a network. This layer defines the addressing and routing structure of the Internet.

Data Link: Provides error control between adjacent nodes and describes the logical organization of data bits transmitted on a particular medium. This layer defines the framing, addressing and check summing of Ethernet packets.

Physical: Connects the entity to the transmission media and describes the physical properties of the various communications media, as well as the electrical properties and interpretation of the exchanged signals. This layer defines the size of Ethernet coaxial cable and the termination method.9

Figure 6: OSI model

Source: http://www.raduniversity.com/networks/1994/osi/layers.htm, september 22,2006

II.2.2 TCP/IP AND UDP PROTOCOLS

Even TCP and UDP use the same network layer (IP), TCP provides a totally different service to the application layer than UDP does.TCP provides a connection-oriented, reliable, byte stream service.

9 http://www.raduniversity.com/networks/1994/osi/layers.htm ,September 24, 2006

The term connection-oriented means the two applications using TCP (normally considered a client and a server) must establish a TCP connection with each other before they can exchange data. The typically analogy is dialing a telephone number, waiting for the other party to answer the phone and say something.

II.2.2.1 TCP

TCP is one of the main protocols in TCP/IP networks. Whereas the IP protocol deals only with packets, TCP enables two hosts to establish a connection and exchange streams of data. TCP guarantees delivery of data and also guarantees that packets will be delivered in the same order in which they were sent. In brief, TCP provide a reliable, connection-oriented, byte-stream, transport layer service.10

II.2.2.1.1 Internet Protocol (IP)

The Internet Protocol (IP) is a network-layer (Layer 3) protocol that contains addressing information and some control information that enables packets to be routed. IP is the primary network-layer protocol in the Internet protocol suite.

Along with the Transmission Control Protocol (TCP), IP represents the heart of the Internet protocols. IP has two primary responsibilities: providing connectionless, best-effort delivery of datagrams through an internetwork; and providing fragmentation and reassembly of datagrams to support data links with different maximum-transmission unit (MTU) sizes.11

10 http://www.webopedia.com/TERM/T/TCP.html, September 12,2006

11 http://www.cisco.com/univercd/cc/td/doc/cisintwk/ito_doc/ip.htm#wp4145, September 24, 2006

II.2.2.1.2 IP Packet Format

An IP packet contains several types of information, as illustrated in.

Figure 7: IP packet Datagram Source: Own drawing

The following discussion describes the IP packet fields illustrated in:

· Version--indicates the version of IP currently used.

· IF Header Length (IHL)--Indicates the datagram header length in 32-bit words.

· Type-of-Service--Specifies how an upper-layer protocol would like a current datagram to be handled, and assigns datagrams various levels of importance.

· Total Length--specifies the length, in bytes, of the entire IP packet, including the data and header.

· Identification--contains an integer that identifies the current datagram. This field is used to help piece together datagram fragments.

· Flags--consist of a 3-bit field of which the two low-order (least-significant) bits control fragmentation. The low-order bit specifies whether the packet can be fragmented. The middle bit specifies whether the packet is the last fragment in a series of fragmented packets. The third or high-order bit is not used.

· Fragment Offset--indicates the position of the fragment's data relative to the beginning of the data in the original datagram, which allows the destination IP process to properly reconstruct the original datagram.

· Time-to-Live--maintains a counter that gradually decrements down to zero, at which point the datagram is discarded. This keeps packets from looping endlessly.

· Protocol--Indicates which upper-layer protocol receives incoming packets after IP processing is complete.

· Header Checksum--helps ensure IP header integrity.

· Source Address--specifies the sending node.

· Destination Address--specifies the receiving node.

· Options--Allows IP to support various options, such as security.

· Data--Contains upper-layer information.

II.2.2.1.3 IP Addressing

As with any other network-layer protocol, the IP addressing scheme is integral to the process of routing IP datagrams through an internetwork. Each IP address has specific components and follows a basic format. These IP addresses can be subdivided and used to create addresses for subnetworks, as discussed in more detail later in this chapter.

Each host on a TCP/IP network is assigned a unique 32-bit logical address that is divided into two main parts: the network number and the host number. The network number identifies a network and must be assigned by the InterNIC (Internet Network Information Center) if the network is to be part ofthe Internet.

An ISP (Internet Service Provider) can obtain blocks of network addresses from the InterNIC and can itself assign address space as necessary. The host number identifies a host on a network and is assigned by the local network administrator.

II.2.2.1.4 IP Address Format

The 32-bit IP address is grouped eight bits at a time, separated by dots, and represented in decimal format (known as dotted decimal notation). Each bit in the octet has a binary weight (128, 64, 32, 16, 8, 4, 2, 1). The minimum value for an octet is 0, and the maximum value for an octet is 255 Illustrates the basic format of an IP address.

Figure 8: IP address consists of 32 bits, grouped into four octets. Source: http://www.cisco.com/univercd/cc/td/doc/cisintwk/ito_doc/ip.htm,September 24, 2006

II.2.2.2 UDP

UDP is a simple, datagram-oriented, transport layer protocol: each output operation by a process produces exactly one UDP datagram, which causes one IP datagram to be sent. This is different from a stream-oriented protocol such as TCP where the amount of data written by an application may have little relationship to what actually gets sent in a single IP datagram.

Figure 9: UDP encapsulation Source: Own drawing

II.2.2.2.1 UDP Segment Structure

The UDP segment structure, shown in Figure 10

Figure 10: UDP segment structure

The application data occupies the data field of the UDP datagram. For example, for DNS, the data field contains either a query message or a response message. For a streaming audio application, audio samples fill the data field. The UDP header has only four fields, each consisting of four bytes.

As discussed in the previous section, the port numbers allow the destination host to pass the application data to the correct process running on that host (i.e., perform the demultiplexing function). The checksum is used by the receiving host to check if errors have been introduced into the segment during the course of its transmission from source to destination.

II.2.2.2.2 UDP Checksum

The UDP checksum covers the UDP header data. Recall that the checksum in the IP header only covers the IP header; it does not cover any data in the IP datagram. Both TCP and UDP have checksums in their headers to cover their and their data. With UDP the checksum is optional, while it is mandatory.

II.3 QUEUING DELAY AND JITTER BUFFER

II.3.1 BUFFER

A temporary storage area, usually in Random Access Memory (RAM). The purpose of most buffers is to act as a holding area, enabling the CPU to manipulate data before transferring it to a device.

Because the processes of reading and writing data to a disk are relatively slow, many programs keep track of data changes in a buffer and then copy the buffer to a disk. For example, word processors employ a buffer to keep track of changes to files.

Then when file is saved, the word processor updates the disk file with the contents of the buffer. This is much more efficient than accessing the file on the disk each time change are made to the file.

Because changes are initially stored in a buffer, not on the disk, all of them will be lost if the computer fails during an editing session. For this reason, it is a good idea to save file periodically. Most word processors automatically save files at regular intervals.

Buffers are commonly used when burning data onto a compact disc, where the data is transferred to the buffer before being written to the disc.

Another common use of buffers is for printing documents. When entered a PRINT command, the operating system copies the document to a print buffer (a free area in memory or on a disk) from which the printer can draw characters at its own pace. This frees the computer to perform other tasks while the printer is running in the background. Print buffering is called spooling.

Most keyboard drivers also contain a buffer so that mistakes can edit, typing before sending the command to a program. Many operating systems, including DOS, also use a disk buffer to temporarily hold data that they have read from a disk. The disk buffer is really a cache.12

II.3.2 JITTER BUFFER

Jitter buffers are used to counter "jitter" introduced by packet networks so that a continuous playout of audio (or video) transmitted over the network can be ensured. The maximum jitter that can be countered by a de-j itter buffer is equal to the buffering delay introduced before starting the play-out of the media stream.

Some systems use sophisticated delay-optimal jitter buffers which are capable of adapting the buffering delay to changing network jitter characteristics. These are known as adaptive de-j itter buffers and the adaptation logic is based on the jitter estimates computed from the arrival characteristics ofthe media packets.

Adaptive de-j ittering involves introducing discontinuities in the media play-out which may
appear offensive to the listener / viewer. Adaptive de-j ittering is usually carried out for audio
play-outs which feature a VAD (Voice Activity Detection)/DTX (Discontinuous Transmission)

12 http://www.webopedia.com/TERM/b/buffer.html,September 12,2006

encoded audio, that allows the lengths of the silence periods to be adjusted, thus minimizing the perceptual impact of the adaptation.13

II.3.3 QUEUING DELAY

In computer engineering, a queuing delay is the time a job waits in a queue until it can be executed.

This term is most often used in reference to routers. When packets arrive at a router, they have to be processed and transmitted. A router can only process one packet at a time. If packets arrive faster than the router can process them (such as in a burst transmission) the router puts them into the queue (also called the buffer) until it can get around to transmitting them.

Queuing delay is proportional to buffer size. The longer the line of packets waiting to be transmitted, the longer the average waiting time is. However, this is much preferable to a shorter buffer, which would result in ignored ("dropped") packets, which in turn would result in much longer overall transmission times.14

II.3.4 LATENCY

In general, the period of time that one component in a system is spinning its wheels waiting for another component. Latency, therefore, is wasted time. For example, in accessing data on a disk, latency is defined as the time it takes to position the proper sector under the read/write head.

In networking, the amount of time it takes a packet to travel from source to destination. Together, latency and bandwidth define the speed and capacity ofa network.

In VoIP terminology, latency refers to a delay in packet delivery. VoIP latency is a service issue that is usually based on physical distance, hops, or voice to data conversion. 15

13 http://en.wikipedia.org/wiki/Jitter_buffer#jitter_buffers, September 24, 2006

14 http://en.wikipedia.org/wiki/Queueing_delay, September 24,2006

15 http://serverwatch.webopedia.com/TERM/L/latency.html,January 24,2007

II.4 QUALITY of SERVICE II.4.1 INTRODUCTION

Quality of Service (QoS) refers to the capability of a network to provide better service to selected network traffic over various technologies, including Frame Relay, Asynchronous Transfer Mode (ATM), Ethernet, Synchronous Optical Network (SONET), and IP-routed networks that may use any or all ofthese underlying technologies.

The primary goal of QoS is to provide priority including dedicated bandwidth, controlled jitter and latency (required by some real-time and interactive traffic), and improved loss characteristics.

Also important is making sure that providing priority for one or more flows does not make other flows fail. QoS technologies provide the elemental building blocks that will be used for future business applications in campus, WAN and service provider networks.

II.4.2 QoS CONCEPTS

Fundamentally, QoS enabled to provide better service to certain flows. This is done by either raising the priority of a flow or limiting the priority of another flow. When using congestion- management tools, it tryies to raise the priority of a flow by queuing and servicing queues in different ways.

The queue management tool used for congestion avoidance raises priority by dropping lowerpriority flows before higher-priority flows. Policing and shaping provide priority to a flow by limiting the throughput of other flows. Link efficiency tools limit large flows to show a preference for small flows.

QoS tools can help alleviate most congestion problems. However, many times there is just too much traffic for the bandwidth supplied. In such cases, QoS is merely a bandage. A simple analogy comes from pouring syrup into a bottle.

Syrup can be poured from one container into another container at or below the size ofthe spout. If the amount poured is greater than the size of the spout, syrup is wasted. However, it can use a funnel to catch syrup pouring at a rate greater than the size of the spout. This allows to pour more than what the spout can take, while still not wasting the syrup. However, consistent over pouring will eventually fill and overflow the funnel.

II.4.3 BASIC QoS ARCHITECTURE

The basic architecture introduces the three fundamental pieces for QoS implementation

· QoS identification and marking techniques for coordinating QoS from end to end between network elements

· QoS within a single network element (for example, queuing, scheduling, and trafficshaping tools)

· QoS policy, management, and accounting functions to control and administer end-to-end traffic across a network

Figure 11: A Basic QoS Implementation Has Three Main Components

Source: http://www.cisco.com/univercd/cc/td/doc/cisintwk/ito_doc/qos.htm,september 24,2006

II.4.4 QoS WITHIN A SINGLE NETWORK ELEMENT

Congestion management, queue management, link efficiency, and shaping/policing tools provide QoS within a single network element.

II.4.4.1 Congestion Management

Because of the bursty nature of voice/video/data traffic, sometimes the amount of traffic exceeds the speed of a link. At this point, some question has been asked, such as:

· What will the router do?

· Will it buffer traffic in a single queue and let the first packet in be the first packet out?

· Or, will it put packets into different queues and service certain queues more often?

Congestion-management tools address these questions. Tools include priority queuing (PQ), custom queuing (CQ), weighted fair queuing (WFQ), and class-based weighted fair queuing (CBWFQ).

II.4.4.2 Queue Management

Because queues are not of infinite size, they can fill and overflow. When a queue is full, any additional packets cannot get into the queue and will be dropped. This is a tail drop. The issue with tail drops is that the router cannot prevent this packet from being dropped (even if it is a high-priority packet). So, a mechanism is necessary to do two things:

1. Try to make sure that the queue does not fill up, so that there is room for high-priority packets

2. Allow some sort of criteria for dropping packets that are of lower priority before dropping higher-priority packets Weighted early random detect (WRED) provides both of these mechanisms.16

16 http://www.cisco.com/univercd/cc/td/doc/cisintwk/ito_doc/qos.htm, September 24, 2006

II.5 MULTIMEDIA OVER IP

In this point let talk more about the following protocols:

> Resource ReServVation Protocol (RSVP) > Real-Time Transport Protocol (RTP)

> Real-Time Control Protocol (RTCP)

> Real-Time Streaming Protocol (RTSP)

Which are the foundations ofreal-time services. II.5.3.1 RSVP (Resource ReSerVation Protocol)

RSVP is used to set up reservations for network resources. When an application in a host (the data stream receiver) requests a specific quality of service (QoS) for its data stream, it uses RSVP to deliver its request to routers along the data stream paths. RSVP is responsible for the negotiation of connection parameters with these routers. If the reservation is setup, RSVP is also responsible for maintaining router and host states to provide the requested service. Each node capable of resource reservation has several local procedures for reservation setup and enforcement

II.5.3.2 RTP (Real-time Transport Protocol)

Realtime transport protocol (RTP) is an IP-based protocol providing support for the transport of real-time data such as video and audio streams. The services provided by RTP include time reconstruction, loss detection, security and content identification.

RTP is primarily designed for multicast of real-time data, but it can be also used in unicast. It can be used for one-way transport such as video-on-demand as well as interactive services such as Internet telephony.

II.5.3.3 RTCP (Real-Time Control Protocol)

RTCP is the control protocol designed to work in conjunction with RTP.In an RTP session, participants periodically send RTCP packets to convey feedback on quality of data delivery and information of membership. There are five RTCP packet types to carry control information. These five types are:

> Receiver Report (RRe): Receiver reports are generated by participants that are not active senders. They contain reception quality feedback about data delivery, including the highest packets number received, the number of packets lost, inter-arrival jitter, and timestamps to calculate the round-trip delay between the sender and the receiver.

> Sender Report (SR): Sender reports are generated by active senders. In addition to the reception quality feedback as in RR, they contain a sender information section, providing information on inter-media synchronization, cumulative packet counters, and number of bytes sent.

> Source description items (SDES): They contain information to describe the sources. > BYE: indicates end of participation.

> APP: application specific functions. It is now intended for experimental use as new applications and new features are developed.

II.5.3.4 Real-Time Streaming Protocol (RTSP)

Instead of storing large multimedia files and playing back, multimedia data is usually sent across the network in streams. Streaming breaks data into packets with size suitable for transmission between the servers and clients.

The real-time data flows through the transmission, decompressing and playing back pipeline just like a water stream. A client can play the first packet; decompress the second, while receiving the third. Thus the user can start enjoying the multimedia without waiting to the end of transmission.

RTSP, the Real Time Streaming Protocol, is a client-server multimedia presentation protocol to enable controlled delivery of streamed multimedia data over IP network. It provides "VCR-style" remote control functionality for audio and video streams, like pause, fast forward, reverse, and absolute positioning. Sources of data include both live data feeds and stored clips.

RTSP is an application-level protocol designed to work with lower-level protocols like RTP, RSVP to provide a complete streaming service over internet. It provides means for choosing delivery channels (such as UDP, multicast UDP and TCP), and delivery mechanisms based upon RTP. It works for large audience multicast as well as single-viewer unicast.

> MULTIMEDIA NETWORKING

Multimedia can roughly be defined as a technology that enables humans to use computers capable of processing textual data, audio and video, still pictures, and animation. Applications range over entertainment, education, information provision; design e.g. CAD/CAM, co-operative working such as video conferencing, application sharing, remote working and virtual reality experiences.

Multimedia applications for computers have been developed for single computing platforms such as the PC, Apple Mac and games machines. The importance of communications or networking for multimedia lies in the new applications that will be generated by adding networking capabilities to multimedia computers, and hopefully gains in efficiency and cost of ownership and use when multimedia resources are part of distributed computing systems. Widening of access to multimedia sources and potential markets in multimedia, video and information are commercial driving force for networking multimedia.

The reality of networking multimedia is that, the characteristics of multimedia make heavy demands on storage and transmission systems. Data compression can be used to reduce the demands of multimedia, particularly of video and audio on these systems, but usually at the expense of some loss in the detail compared with the source and at extra cost.

The ways in which users or participants in multimedia sessions access multimedia or connect with others have important consequences for the storage and transmission systems. For instance multimedia learning material can be accessed directly from a server during a class or downloaded to student machines prior to a session. The demands on a connecting network are very different in each access mode.

The cost of transmitting multimedia information will determine the pace of development of networked multimedia applications. The availability of standards for multimedia networking, particularly for inter-working between applications, the development of networked applications, and interworking between networks are essential to reduce the complexity and level of skill required in using multimedia.

II.5.1.1 USER REQUIREMENTS FOR MULTIMEDIA II.5.1.1.1 Computer Interface

The standards of reproduction for computers which are desirable have been set by the publishers of books, music, Walt Disney cartoons and television producers. With the development of High Definition TV and beyond, it is likely that there will be a continual increase in the demands placed on computer based multimedia systems.

The current PAL standard in the UK delivers video in 625 lines at 25 frames/sec. High Definition TV delivers video in 1250 lines with a higher horizontal resolution at 25 frames/sec and requires about five times the information rate as the current PAL system.

Multimedia applications like any other application, appliance or tool, benefit from being easy to use, with minimal training or self learning. The need for a well designed human - computer interface, which may be screen or audio based is well accepted.

II.5.1.1.2 Access, Delivery, Scheduling and Recording

Alternatively the delivery of information at a later time is acceptable if it can be scheduled, as in a TV broadcast schedule, or a first class postal letter. Scheduling the delivery of multimedia information has not been widely implemented. Scheduling can have advantages for users over on demand delivery. In a learning situation times can be defined for class attendance by a lecturer. In open learning situations learners can control their programme by requesting a multimedia unit at a convenient time.

Just as we can record a TV film on a VHS recorder, some multimedia computer users will wish to record a film, session, or learning experience for future reference.

II.5.1.2 CHARACTERISTICS OF MULTIMEDIA

Multimedia can be as simple as a few images with some accompanying text to a multimedia presentation using video clips, sound, images animation and text. Multimedia files to use a lot of data when in a digital format. Video is the most demanding. A PAL signal when digitised can require a data rate of 170 Mbps. Audio is less demanding but still requires 1.3 MB for a 1 minute clip using a Sound Blaster Pro system at 22 kHz sampling rate. Still images require use more data proportional to their size. Synchronisation of sound and video is important. Sound is likely to break up if parts of it are lost or delayed in storage or transmission.

Video is less vulnerable to loss (depending on the application), but still requires the entire picture to be on the screen at the same time and is also vulnerable to jitter. Jitter could be controlled in some applications if the sender of the isochronous video data time stamps each piece of data when it is generated, using a universal time source, and then sends the data to the receiver. The receiver reads a piece of data in as soon as it is received and store it. The receiver processes each piece of data only at the time equal to the data's time stamp plus the maximum transit delay. Thus isochronised of the video would be restored.

II.5.1.2 COMPRESSION

have this sort of network access compression is the only hope for the widespread deployment of digital video and multimedia.

Compression techniques depend on algorithms implemented in software or hardware. The use of hardware is important still to enable rapid compression, and also speeds de- compression. At this time the cost of hardware is still high, from 200 to 350 for a MPEG video compression PC card. Sound cards can implement proprietary compression, and software only video compression is available in products like Microsoft Video for Windows, or for UNIX operating system workstations.

While compression can ease the demands on networks and storage media there is several trades-offs. Since some compression techniques remove information considered to be less important a loss in resolution may result. Once material is compressed the algorithms may prevent access to single frames of video for viewing or editing. The cost of complex hardware and software and compression and decompression delay are other factors important to users.

Different uses require different compression methods. Video conferencing must be done in real time so fast encoding and decoding is needed. This is the aim of the H.261 standard. Video film distribution via cable networks, radio or CD is essentially a playback process, so encoding is not time critical, and decoding should be easy to implement to reduce consumer costs. The MPEG standards address these applications.

MIDI encoding of audio notes is not really a compression method, but almost another form of media. Inevitably, successful compression techniques encourage the design of applications which require higher bandwidths still, such as Super Definition TV which will also require appropriate compression.

II.6 STREAMING PROCESS II.6.1 STREAMING

A technique for transferring data such that it can be processed as a steady and continuous stream. Streaming technologies are becoming increasingly important with the growth of the Internet because most users do not have fast enough access to download large multimedia files quickly. With streaming, the client browser or plug-in can start displaying the data before the entire file has been transmitted.

For streaming to work, the client side receiving the data must be able to collect the data and send it as a steady stream to the application that is processing the data and converting it to sound or pictures.

This means that if the streaming client receives the data more quickly than required, it needs to save the excess data in a buffer. If the data doesn't come quickly enough, however, the presentation ofthe data will not be smooth.

There are a number of competing streaming technologies emerging. For audio data on the Internet, the de facto standard is Progressive Network's RealAudio. 17

II.6.2 UNICAST

In computer networks, unicast is the sending of information packets to a single destination. "Unicast" is derived from the word broadcast, as unicast is the extreme opposite of broadcasting. In computer networking, multicasting is used to regain some of the efficiencies ofbroadcasting. These terms are also synonymous with streaming content providers' services. Unicast servers provide a stream to a single user at a time, while multicast servers can support a larger audience by serving content simultaneously to multiple users.18

17 www.webopedia.com/TERM/M/streaming.htm,friday,novembre 17,2006

18 http://en.wikipedia.org/wiki/Unicast,friday,novembre 17,2006

II.6.2.1 UNICAST ARCHITECTURE

Unicasts transmits separate video, audio or text streams to each computer requesting data. Unicast video can flood the network.

STREAMING

SERVER

ROUTER

SWITCH

LEGEND

 

TO CLIENT 1

TO CLIENT2
TO CLIENT3

CLIENT 1CLIENT 2 CLIENT 3

Figure 12 : High Level Network diagram for UNICAST Source: Own drawing

II.6.3 MULTICAST

destinations simultaneously using the most efficient strategy to deliver the messages over each link ofthe network only once and only create copies when the links to the destinations split.

The word "Multicast" is typically used to refer to IP Multicast, the implementation of the multicast concept on the IP routing level, where routers create optimal spanning tree distribution paths for diagrams sent to a multicast destination address in real-time.

II.6.3.1 MULTICAST ARCHITECTURE

STREAMING

SERVER

ROUTER

SWITCH

Multicast conserves Network bandwidth by sending a single stream of data.

LEGEND

 

TO CLIENT

CLIENTCLIENT CLIENT

Figure 13 : High Level Network for MULTICAST

II.6.4 BROADCAST

To simultaneously send the same message to multiple recipients. Broadcasting is a useful feature in e-mail systems. It is also supported by some fax systems. In networking, a distinction is made between broadcasting and multicasting. Broadcasting sends a message to everyone on the network whereas multicasting sends a message to a select list ofrecipients.

II.6.4.1 BROADCAST TECHNIQUE OF IP PACKET MODEL

As known, broadcast is when a single device is transmitting a message to all other devices in a given address range. This broadcast could reach all hosts on the subnet, all subnets, or all hosts on all subnets.

Broadcast packets have the host (and/or subnet) portion of the address set to all ones. By design, most modern routers will block IP broadcast traffic and restrict it to the local subnet.

And multicast is a special protocol for use with IP. Multicast enables a single device to communicate with a specific set of hosts, not defined by any standard IP address and mask combination. This allows for communication that resembles a conference call.

Anyone from anywhere can join the conference, and everyone at the conference hears what the speaker has to say. The speaker's message isn't broadcasted everywhere, but only to those in the conference call itself. A special set of addresses is used for multicast communication. In this case the IP that has been used for multicast and broadcast is the same, and it is 192.168.12.2 which can be reachable by all users inside the network.

Figure 14: Broadcasting process Source: Own drawing

To decrease traffic inside the network, broadcast has been used as it is the way that can help during live video streaming. The above figure show the broadcast process, the colored in red arrow shown the request of packets to the server from the CLIENT 1 that got the reply shown with black arrow.

The blue arrow shows the request of the CLIENT 2 to the CLIENT 1 which got packets before CLIENT 2 instead of getting packets from the server. Broadcast process could help to maintain the performance and the quick relay of multimedia services inside networks.

II.6.5 HIGH LEVEL NETWORK ARCHITECTURE

Figure 15: High level Network Architecture of live video streaming Source: Own Drawing

The figure above shows all requirements of a live video streaming that are follow:

· A camera for capturing video

· An encoding machine to encode video file into a compatible format for streaming

· A storage machine for storing files that has been got on demand

· A streaming server that can stream both stored file and live files.

· A router and a Switch

· Clients Machines

II.7 MULTIMEDIA APPLICATIONS

In networking, there are many applications used wired media that are following:

> Streaming video > Streaming audio > Collaboration

> One-way and interactive multimedia messaging

> Gaming, including interactive peer-to-peer (p2p) gaming

> Digital money transactions

> MP319 music download

> Video- and audio-supported shopping

> Long-distance learning, education

> Video and audio conferencing

> File sharing and transfer (pictures, video clips, and text)

> Feeding of real-time news and information about the weather, financial markets, sports and so on

> Geographic location services

> Safety services > Gambling

> Entertainment

But in this project, the focused application is video streaming.

Let define HiperLAN, which is HiperLAN is a set of wireless local area network (WLAN) communication standards primarily used in European countries. There are two specifications: HiperLAN/1 and HiperLAN/2. Both have been adopted by the ETSI (European Telecommunications Standards Institute).

19 MP3 is the Compression scheme used to transfer audio files via the Internet

II.7.1 VIDEO AND AUDIO STREAMING

Video and audio streaming provides the means of delivering news, entertainment, remote education, documentary, corporate speeches, fashion shows, and many more types of communication. Television may be the most well-known form of streaming video. It already feeds wireless multimedia streams into millions of dishes and antennas, connected to TVs and other devices. DirecTV and Dish Networks are two major providers of streaming video in the United State.

Streaming technologies are important, since most users do not have access to enough connection capacity to download large multimedia files quickly. Using streaming technologies, consumers can start listening to the audio stream or view the video stream before the entire file has been received.

To allow efficient streaming, the provider needs to send the data as a steady stream and the receiver needs to be able to cache excess data in a temporary buffer until used. If the data do not arrive fast enough, users will experience interruptions. There are several competing streaming technologies, such as RealAudio player, RealVideo player, Microsoft Media Player, PacketVideo player, and QuickTime player.

To reduce the amount of information transmitted, streaming video and audio data are compressed by means of technologies such as MPEG. The streaming video quality depends on the capacity of the transmission channel and its ability to support a steady stream the better the channel quality (i.e., higher and steady data rate), the better the quality ofthe audio and video output.20

20 Aura Ganz, Zvi Ganz, Kitti Wongthavarawat, Multimedia Wireless Networks: Technologies, Standards, and QoS, Prentice Hall, page 12,13

II.7.2 PACKETS SCHEDULING

The packet scheduling algorithm

1) Allocates bandwidth for connections in terms ofthe number ofpackets and

2) Determines when a connection is allowed to transmit. The packet scheduling algorithm uses the RR and RG. The standard does not define the packet scheduling algorithm. Itjust defines the signaling mechanism such as RR and RG.21

Figure 16 summarizes the HiperLAN/2 QoS architecture which provides the necessary mechanisms to deliver per-flow quantitative QoS services.

Figure 16: HiperLAN/2 QoS Architecture

Source: Aura Ganz, Zvi Ganz, Kitti Wongthavarawat, Multimedia Wireless Networks: Technologies, Standards, and QoS, Prentice Hall

21 Aura Ganz, Zvi Ganz, Kitti Wongthavarawat, Multimedia Wireless Networks: Technologies, Standards, and QoS, Prentice Hall, page 110

II.7.3 PACKETS SCHEDULING MECHANISM

Packet scheduling is the mechanism that selects a packet for transmission from the packets waiting in the transmission queue. It decides which packet from which queue and station are scheduled for transmission in a certain period of time. Packet scheduling controls bandwidth allocation to stations, classes, and applications.

As shown in Figure 17, there are two levels ofpacket scheduling mechanisms:

1. Intrastation packet scheduling: The packet scheduling mechanism that retrieves a packet from a queue within the same host.

2. Interstation packet scheduling: The packet scheduling mechanism that retrieves a packet from a queue from different hosts.

Figure 17: Packet Scheduling

Packet scheduling can be implemented using hierarchical or flat approaches.

> Hierarchical packet scheduling: Bandwidth is allocated to stations--that is, each station is allowed to transmit at a certain period of time. The amount of bandwidth assigned to each station is controlled by interstation policy and module. When a station receives the opportunity to transmit, the intrastation packet scheduling module will decide which packets to transmit.

> This approach is scalable because interstation packet scheduling maintains the state by station (not by connection or application). Overall bandwidth is allocated based on stations (in fact, they can be groups, departments, or companies). Then, stations will have the authority to manage or allocate their own bandwidth portion to applications or classes within the host.

> Flat packet scheduling: Packet scheduling is based on all queues of all stations. Each queue receives individual service from the network.

Packet scheduling mechanism deals with how to retrieve packets from queues, which is quite similar to a queuing mechanism. Since in intrastation packet scheduling the status of each queue in a station is known, the intrastation packet scheduling mechanism is virtually identical to a queuing mechanism.Interstation packet scheduling mechanism is slightly different from a queuing mechanism because queues are distributed among hosts and there is no central knowledge of the status of each queue. Therefore, some interstation packet scheduling mechanisms require a signaling procedure to coordinate the scheduling among hosts.

Because of the similarities between packet scheduling and queuing mechanisms ,there is introduction of a number of queuing schemes (First In First Out [FIFO], Strict Priority, and Weight Fair Queue [WFQ]) and briefly discuss how they support QoS services.22

22 Aura Ganz, Zvi Ganz, Kitti Wongthavarawat, Multimedia Wireless Networks: Technologies, Standards, and QoS, Prentice Hall, page 56,57

CHAPTER III: RESEARCH METHODOLOGYAND ANALYSIS OF MULTIMEDIA SERVICES

III.1 Introduction

A methodology is a series of choices such us choices about what information and data to gather, Choices about how to analyze the information and data that you gather and other methodological choices. In This project the choice made is the one that helped to analyze the network by making comparison and it is called a comparative research methodology.

Comparative methodology is the act of comparing two or more things with a view to discovering something about one or all of the things being compared. This technique often utilizes multiple disciplines in one study.

When it comes to method, the majority agreement is that there is no methodology peculiar to comparative research. The multidisciplinary approach is good for the flexibility it offers, yet comparative programs do have a case to answer against the call that their research lacks a «seamless whole». 23In this case the comparison was done between traditional streaming and IP packet charging models in a network.

III.2 Section approach

This section presents a methodology evaluation framework within which the methodology comparison is conducted. This framework consists of a series of questions used to identify and quantify a methodology's support for a specific development process. The framework employed considers four major areas ofeach methodology:

· Concepts

· Notations

· Process

· Pragmatics

23 http://en.wikipedia.org/wiki/Comparative_research,September 24, 2006

III.2.1 Concepts

This section cites from the particular method and then contrasts support for terms within each method under scrutiny i.e. this section is the theoretical concepts that have been used in this work.

III.2.2 Notations

Many methods require the creating of abstract descriptions, or graphical models, of the system under analysis and/or design. In this study, the system under analysis are traditional streaming and IP packet charging model for multimedia services i.e. result that has been found by testing the network performance and quick relay of both traditional streaming and IP packet charging model for multimedia services have been compared in order to get the advantages and disadvantages of the above systems

III.2.3 Process

The process component of this comparison is used to characterize within what development contexts the method is appropriate, how much of the systems analysis is covered by the methodology used.

III.2.4 Pragmatics

This section considers the pragmatics ofthe methodology. A methodology's pragmatics consists of:

· Resources

· Required Expertise

· Accessibility

· Domain Applicability

III.3 Live media model Analysis

This part of the project focuses on making comparison between traditional live streaming and packets charging model for multimedia services. When comparing both traditional live streaming and packets charging model for multimedia services, there are some factors that will be take in consideration such as bandwidth, latency, jitter and so on.

After doing comparison, the comparison table between traditional live streaming and packets charging model will e needed in order to show the differences between them according their behavior inside the network.

III.3.1 TRADITIONNAL STREAMING

The traditional streaming has been done by using streaming technologie used before by Microsoft; In this case some tools have been taken in consideration such as:

· A computer network.

· A video file with 360 Kbs that has been taken as sample.

· A web server that helped to stream the file above

· And Iris Network Analyzer for analyzing network performance and quick relay of multimedia services in general and a video file in our case.

· Three computers; the first one worked as server and the other two as client.

III. 3.1.1 HIGHLEVEL NETWORK DIA GRAM FOR TRADITIONNAL STREAMING

In traditional streaming, video file has been posted into the web server on which the client makes access to the server by using the hyper text transfer protocol (http).

III. 3.1.2 NETWORK PERFOMANCE RESULT

After testing the latency of traditional streaming, the results got are as follow:

As mentioned, the file used has 360 Kbs of size. The traffic of packets started at 22:16:26 and ended at 22:16:39.

Hours

Packets/Sec

22:16:26

0

22:16:27

2

22:16:28

4

22:16:29

12

22:16:30

2152

22:16:31

1885

22:16:32

3084

22:16:33

2666

22:16:34

3597

22:16:35

1708

22:16:36

4

22:16:37

6

22:16:38

7

22:16:39

0

 

Table 1: Bandwidth test for traditional streaming Source: Own Result

4000

2500

2000

3500

3000

1500

1000

500

0

hours

Packets/Sec

Figure 19: Bandwidth diagram for traditional streaming Source: Own Result

During traditional streaming the number of packets is occupying the bandwidth and it is varying between 0 and 4000 packets per second which show that there has been a big number ofpackets in traffic.

III. 3.1.2 THE REAL-TIME CHALLENGE

Multimedia networking is not a trivial task. We can expect at least three difficulties.

First, compared with traditional textual applications, multimedia applications usually require much higher bandwidth. A typical piece of 25 second 320x24 movies could take about 2.3MB, which is equivalent to about 1000 screens of textual data. This is unimaginable in the old days when only textual data is transmitted on the net.

Second, most multimedia applications require the real-time traffic. Audio and video data must be played back continuously at the rate they are sampled.

If the data does not arrive in time, the playing back process will stop and human ears and eyes can easily pick up the artifact. In Internet telephony, human beings can tolerate a latency of about 250 milliseconds.

If the latency exceeds this limit, the voice will sound like a call routed over a long satellite circuit and users will complain about the quality ofthe call. In addition to the delay, network congestion also has more serious effects on real-time traffic.

If the network is congested, the only effect on non-realtime traffic is that the transfer takes longer to complete, but real-time data becomes absolute and will be dropped if it doesn't arrive in time. If no proper reaction is not taken, the retransmission of lost packets would aggravate the situation andjam the network.

Third, multimedia data stream is usually bursty. Just increasing the bandwidth will not solve the burstiness problem. For most multimedia applications, the receiver has a limited buffer. If no measure is taken to smooth the data stream, it may overflow or underflow the application buffer.

When data arrives too fast, the buffer will overflow and the some data packets will be lost, resulting in poor quality. When data arrives too slowly, the buffer will underflow and the application will starve.

Contrary to the high bandwidth, real-time and bursty traffic of multimedia data, in real life, networks are shared by thousands and millions of users, and have limited bandwidth, unpredictable delay and availability. How to solve these conflicts is a challenge multimedia networking must face.

The possibility of answering this challenge comes from the existing network software architecture and fast developing hardware. The basis of Internet, TCP/IP and UDP/IP, provides a range of services that multimedia applications can use.

Fast networks like Gigabit Ethernet, FDDI, and ATM provide high bandwidth required by digital audio and video. So the design of real-time protocols for multimedia networking becomes imperative before the multimedia age comes.

CHAPTER IV: ANALYSIS AND IMPLEMENTATION OF LIVE VIDEO STREAMING

IV.1 Introduction

In this project, In order to show how IP packets charging model for multimedia services inside the network, live video streaming has been taken as one of application that can explain how packets charging model.

To stream a file there are some requirement that are needed, such us an encoder, a server and the relay software24. In this study, requirements used are Nullsoft technology.

To start live streaming using nullsoft technology, the following tools are required:

· A computer network

· A shoutcast server

· NSV tools (NullSoft Video tools) which help to capture and decode file

· Winamp for the client

For hardware, tools needed are the following:

· A web Camera (webcam)

· Computers

· A router

· A Switch

IV.4.1 HARDWARE SPECIFICATION

To achieve goals given before, PCs of 256 RAM and 2.80 GHz ofprocessor are needed, in this project three PCs has been used in the network .The first one worked as a streaming server and the last two worked as clients.

24 Relay software is the software which helps clients to communicate with the server.

PCs SPECIFICATION TABLE

PC NAME

PC Specification

SERVER

CLIENT 1

CLIENT 2

RAM

256 MB

256MB

256MB

Processor

2.80 GHz

2.80 GHz

2.80 GHz

IP

192.168.12.2

192.168.10.2

192.168.10.3

 

Table 2: PCs specification Source: Own result

PCs CONNECTION DIAGRAM

Figure 20: PCs connection diagram Source: Own drawing

IV.2 Shoutcast configuration

To get connection between server and client, server must be configured; in this case shoutcast has been configured as server.

IV.2.1 START SHOUTCAST CONFIGURATION

Figure 21 : Start shoutcast server

Source: http://www.scvi.net/shoutcast.htm,january 27, 2007

After starting the server The following Warning box open IV.2.2 WARNING CONFIGURATION

Figure 22: Configuration warning

Source: http://www.scvi.net/shoutcast.htm, January 27, 2007

IV.2.3 SHOUTCAST CONFIGURATION FILE

Figure 23: Shoutcast configuration file

Source: http://www.scvi.net/shoutcast.htm, January 27, 2007

In this document the requirement change are as follow:

· Shoutcast password that is set by default as «change»(It is highly recommended to note the password down for future reference, and that password is helping in later steps)

· MaxUser count (In order to support a quality video stream), the administrator could get a limit number of user.

IV.3 live video streaming using nsv capture

The first thing to do is to source (send) the video to a shoutcast compatible server to be streamed. To start the process of capturing video, the set capture destination must be selected

IV.3.1 SET CAPTURE DESTINATION

Figure 24: NSV tools configuration to set capture destination Source: http://www.scvi.net/liveenc.htm, january 27,2007

The above Figure show where to click for getting the file configuration ofNSV capture.

IV.3.2 SET CAPTURE DESTINATION FILE The configuration ofthe capture destination option

Figure 25: Set capture destination

Source: http://www.scvi.net/liveenc.htm, january 27,2007

Output: Set to Shoutcast server

1. Shoutcast server: Enter the Shoutcast server IP(if it is a local Shoutcast running on the local machine the 127.0.0.1 IP address is required for local loopback)

2. Port: Enter the port you intend on streaming the NSV output to the Shoutcast server on

3. Password: Enter the password used for the shoutcast server

4. The headers: Memo -password

content-type: video/nsv - it can't be changed

icy-metadata: 1

icy-name: WHITY TV - your station name

icy-genre: video - type of genre

icy-pub: 0E- publicly listed on Winamp TV directory icy-br: 128E- Estimated bitrate

icy-url:http://1 92.168.2.170E- it can't be changed

IV.3.3 NVS tools FOR DE VICES

The following step is the selection of devices required for video and audio

Figure 26: NVS tools for capturing cards

Source: http://www.scvi.net/liveenc.htm, January 27, 2007

IV.3.4 SET CAPTURE DESTINATION

Many capture cards have selections for composite, SVideo, or TV tuner, which must be configured according to the device connected. In this case the above options are disabled because ofusing a webcam.

Figure 27: Selection of video input

Source: http://www.scvi.net/liveenc.htm, January 27,2007

The following step is the selection of Video standard and picture adjustment.

Figure 28: Video capture filter configuration

Source: http://www.scvi.net/liveenc.htm, January 27,2007

IV.3.5 VIDEO DECODER CONFIGURATION

In order to get video format that is compatible with the shoutcast, the Video standard must be as follows:

Figure 29: Video Decoder configuration

Source: http://www.scvi.net/liveenc.htm, january27,2007

And any picture adjustment is done in this configuration window:

Figure 30: Video Proc Amp

Source: http://www.scvi.net/liveenc.htmjanuary 27, 2007

IV.3.6 VIDEO CAPTURING PIN CONFIGURATION

The following step is to set the device compress and set resolution to 320x240 for streaming, which is the preferred order of choice for the video codec. The following are some Video Format Preference:

· I420 or YV12 which is the best choice

· YUY2 or UYVY which is better than RGB24

· RGB24 or RGB32 which is used as last ressort

Figure 31: Video Capture pin Source: Own result

IV.3.7 VIDEO CAPTURING CONFIGURATION

The other Video Format Preference that is listed may not work at all. This depends on whether or no the encoding tool can handle the conversion. The following option allows the capture of audio with the video and allows sound to be included in the video.

Figure 32: Video capture configuration Source: Own result

To configure the encoder there are several steps such as:

Figure 33: NSV configuration Source: Own result

The `top' and `bottom' labels in this window are reversed.

Figure 34: NSV encoder configuration Source: Own result

Video: Deinterlance with high quality for all «video outs» from other machines as NTSC is 512 lines interlaced. Webcam's direct screen captures are not interlaced. But some movies are interlaced and may need this enabled as well.

Cropping: If the capture output does not fill the screen. There must be the configuration of pixels that must fit the screen.

To run the server, the option captured helped to enable NSVcap to start capturing images.

Figure 35: The first image to send to the client Source: Own result

The following figure, show how to start capturing the image.

Figure 36: starting capturing the image Source: Own result

The choice of Shoutcast as server is because it can stream faster, and it has been adapted to Real time streaming protocols.

After all the above steps, the client will be able to watch in live the image captured.

IV.4 Results analysis

IV.4.1 LATENCY

After carrying out the live video streaming, it is very important to test the latency time. The test during this research has been done in three different days in three different times, i.e. the morning, the day and the evening. Latency has been defined as the period of time that one component in a system is spinning its wheels waiting for another component; it is the reason why the table below showed how latency has been calculated during experiences by following images motions.

The following table show the latency tested according to the motion of a gesture during the live video streaming seen on the streaming server and client 1.

DAYS TIME

1st day

2nd day

3rd day

Average

Morning

08:00 to 10:00

06 secs

10 secs

09 secs

8.3 secs

Day

12:00to 14:00

12 secs

11 secs

12 secs

11.6 secs

Night

18:00 to 20:00

08 secs

07 secs

07 secs

7.3 secs

Average

08.66 secs

09.3 secs

09.3 secs

09.06 secs

Table 3: latency test Source: Own Result

As shown in the above table, the latency in Packets charging model is not great that to show that there is a high performance and quick relay of live video.

IV.4.2 BANDWIDTH

In computer networks, bandwidth is often used as a synonym for data transfer rate the amount of data that can be carried from one point to another in a given time period.

In this project, Number of packets per second helped to test network performance. Number of packets per second. Almost the same amount of processing needs to be done on a packet with 1500 byte payload as for a packet with a one byte payload. The number of packets per second determines the number of times the state table and, in case of no match there, filter rules have to be evaluated every second, determining the effective demand on the system.

(a) Intrastation packets scheduling (When starting to send data local host)

This case is Intrastation packet scheduling which follow the mechanism that retrieves a packet from a queue within the same host which has the following IP address 192.168.12.2

192.168.12.2

Hours

Packets/sec

22:09:55

0

22:09:56

6

22:09:57

4

22:09:58

9

22:09:59

7

22:10:00

6

22:10:01

9

Table 4: Intrastation packets scheduling Source: Own Result

Diagram

10

4

8

6

2

0

Intrastation packets scheduling

Hours

Packets/sec

Figure 37: Intrastation packets scheduling Source: Own drawing

The diagram shown above is explaining the behavior of packets during the intrastation packets scheduling inside the network, the number of packets inside the network increase in function of time, and it is varying between 0 and 10. As known, Intrastation packet scheduling is the packet scheduling mechanism that retrieves a packet from a queue within the same host; it is the reason why the packets traffic is varying between 0 and 10 packets per second.

(b) The Interstation packet scheduling

This case is the Interstation packet scheduling which follow the mechanism that retrieves a packet from a queue from different hosts.

IP Hours

192.168.10.2 Packets/Sec

192.168.10.3 Packets/Sec

22:26:38

7

8

22:26:40

5

6

22:26:42

7

7

22:26:44

5

4

22:26:46

3

4

22:26:48

3

5

22:26:50

21

24

22:26:52

17

12

Table 5: Interstation packets scheduling: Source: Own result

The above table can be shown in the following diagram which showed packets variation inside the network for two clients that are connected to the server. As said before, Interstation packet scheduling is packet scheduling mechanism that retrieves a packet from a queue from different hosts that can cause the augmentation of packets traffic inside the network. In this case packets traffic per second varies between 0 and 35.

Diagram

25

20

30

15

10

5

0

1 2 3 4 5 6 7 8 9 10

Hours

192.168.10.2 Packets/Sec
192.168.10.3 Packets/Sec

Figure 38: Interstation packets scheduling Source: Own drawing

According to the above results, there can be a comparison with traditional streaming, as shown in the table 1, packets are Varying between 0 and 4000 packets per second, then by comparing those result with those of packets charging model the can be a big difference because the variation ofpackets during packet charging is very small and it is varying between 0 and 35.

The following table shows the difference between traditional streaming and packets charging model; and it has been shown in the following comparative table between Traditional streaming and Packet charging model.

Model of streaming

Hours

Traditionnal Streaming Packets/Sec

Packets charging model Packets/sec

22:16:27

2

0

22:16:28

4

30

22:16:29

12

20

22:16:30

2152

28

22:16:31

1885

23

22:16:32

3084

24

22:16:33

2666

28

22:16:34

3597

25

Table 6: Comparative table Source: Own result

Diagram

4000

3500

3000

2500

2000

1500

1000

500

0

1 2 3 4 5 6 7 8

Hours

Traditionnal Streaming Packets/Sec

Packets charging model Packets/sec

Figure 39: Comparative diagram between packet charging model and traditional streaming. Source: Own drawing

As seen on the above result, there are a big difference between traditional streaming and packets charging model. The range of packets flow inside the network is extremely big for traditional streaming which can make problem of relaying data from the server to the client, there can be problem of packets loss during the traffic, but in case of packets charging model, the range of packets flow inside the network is small as it is between 0 and 35 packets per second, that show the performance and quick relay of multimedia services during the utilization of packets charging model.

(c) Packets loss

After comparing bandwidth during network traffic; as realization all packets are not able to reach clients host i.e. that there are packets lost along the way. The following table shows the number ofpackets lost during live video streaming:

Hours

Packets/sec

18:06:49

4

18:06:50

2

18:06:51

12

18:06:52

2

18:06:53

10

18:06:55

7

18:06:56

12

Table 7: Packets loss inside the network

As tested inside a network which has a lot of application that was running, some packets has been lost. As result, the minimum of packets lost is 0 packets/sec and the maximum is 12 packets/sec.For examples at 18:06:54 there was not packets lost, the only reason was because there was not corrupted packets.

As known, Packet loss can be caused by a number of factors, including signal degradation over the network medium, oversaturated network links, corrupted packets rejected in-transit or faulty networking hardware. In our case, Packets loss has been caused by most ofthe above factors.

Lost or dropped packets can result in highly noticeable performance issues or jitter with Streaming Technologies, Voice over IP, Online Gaming and Videoconferencing, and will affect all other network applications to a degree.

Some network transport protocols such as TCP provide for reliable delivery of packets. In the event of packet loss, the receiver asks for retransmission or the sender automatically resends any segments that have not been acknowledged. Although TCP can recover from packet loss, retransmitting missing packets causes the throughput ofthe connection to decrease.

This drop in throughput is due to the sliding window protocols used for acknowledgement of received packets. In some protocols, if a transmitted packet is lost, it will be resent along with every packet that had been sent after it. This retransmission causes the overall throughput of the connection to drop.

Protocols such as UDP provide don't recovery for lost packets. Applications that use UDP are designed to handle this type ofpacket loss.25

25 http://en.wikipedia.org/wiki/Packet_loss,24 january,2007

(d) Hypothesis verification

To verify the hypothesis given in the first chapter, there has been many tests made in order to show the performance and quick relay of multimedia services inside the network; and tests showed that instead of traditional streaming, it is possible to implement the IP packet charging models for multimedia services which is a good choice because even the number of packets lost is not big, and it can be helpful when trying to get a high performance and quick relay of multimedia services.

CHAPTER V: CONCLUSION AND RECOMMENDATIONS

V.1 Conclusion

As principal objective ofthis project was:

> To analyze network performance when using traditional streaming and packets charging models

> IP packet charging model implementation

> To analyze QoS variation during packets traffic i.e. latency, jitter and bandwidth variation.

Most ofthose objectives have been achieved. To conclude this project, there are many things that can be said such as:

> Network performance can be good when doing packets charging model instead of doing the traditional streaming, because in Packet charging model there is a technology called Packets scheduling which decrease number of packets that are running inside the network.

> Latency is small when using packets charging model instead of traditional streaming i.e. that there is a quick relay of multimedia services.

V.2 recommendation

In this project, there are many recommendations, so that recommendation will be addressed especially to all people who are interested in multimedia and networking, and recommendations are following:

> To implement live video streaming by using different operating system.

> To secure accessibility of live video streaming

> To implement a videoconferencing by using packets charging model

> To implement E-learning by using live video streaming.

> To software engineers, they can conceive software that can help to do live video streaming.

REFERENCES

> Books

1. Aura Ganz, Zvi Ganz, Kitti Wongthavarawat, Multimedia Wireless Networks: Technologies, Standards, and QoS, Prentice Hall

> Electronic sources

1. http://en.wikipedia.org/wiki/Comparative_research

2. http://www.erg.abdn.ac.uk/users/gorry/course/intro-pages/lan.html

3. http://www.erg.abdn.ac.uk/users/gorry/course/intro-pages/wan.html

4. http://www.erg.abdn.ac.uk/users/gorry/course/intro-pages/ps.html

5. http://www.webopedia.com/TERM/M/MAN.html

6. http://www.raduniversity.com/networks/1994/osi/layers.htm

7. http://www.webopedia.com/TERM/T/TCP.html

8. http://www.cisco.com/univercd/cc/td/doc/cisintwk/ito_doc/ip.htm#wp4145

9. http://en.wikipedia.org/wiki/Jitter_buffer#jitter_buffers

10. http://www.webopedia.com/TERM/b/buffer.html

11. http://serverwatch.webopedia.com/TERM/L/latency.html

12. http://www.cisco.com/univercd/cc/td/doc/cisintwk/ito_doc/qos.htm

13. www.webopedia.com/TERM/M/streaming.htm

14. http://en.wikipedia.org/wiki/Unicast

15. http://en.wikipedia.org/wiki/Packet_loss

16. http://www.webopedia.com/TERM/r/router.html

17. http://kbserver.netgear.com/kb_web_files/n101528.asp






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