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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
  

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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.

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