Highlights€of€VTT's QoS Research€at€Oulu€¦ · 5...
Transcript of Highlights€of€VTT's QoS Research€at€Oulu€¦ · 5...
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VTT TECHNICAL RESEARCH CENTRE OF FINLAND
Highlights of VTT's QoS Research at Oulu Examples of Measurements, Tools and Environments
Marko Jurvansuu, PhD
VTT Electronics, Oulu
Telecommunication [email protected]
VTT TECHNICAL RESEARCH CENTRE OF FINLAND
VTT NOW
• •• • •
•
Tampere
Oulu
JyväskyläOutokumpu
Espoo•
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Vaasa
Turku Rajamäki
•Raahe•Kajaani
Technical Research Centre of Finland•Governmental, nonprofit researchorganisation
•Total staff 2 982, 300 at Oulu•Staff holding a university degree 2040•Doctors and licentiates 590
Units:VTT Electronics (Oulu)VTT Information TechnologyVTT Industrial SystemsVTT ProcessesVTT BiotechnologyVTT Building and Transport
VTT Information ServiceVTT Corporate Management
and Services
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Contents
•Network:•Case I: Mobile phone based QoS measurement
in GPRS and 3G networks•Objective and subjective:
•Case II: QoS Aware GamingonDemand in IPTVenvironment
•Case III: Mobile Video Service User Tests•B3G mobile service testing and development platform
I/Odevices
Serverapp.
Clientapp. Transport
Subjective Application QualityObjective Application Quality
Network QoS
VTT TECHNICAL RESEARCH CENTRE OF FINLAND
Case I: Mobile phone based QoS measurement
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Mobile Phone based QoS measurement
•VTT has developed a novelmethod for GPRS/EDGE/3Gcellular network QoS testing
•Real phones, networks andservices under test
GPRSEDGE 3GGPRS
EDGE 3G InternetInternet
• Mobile Internet is it working?
VTT TECHNICAL RESEARCH CENTRE OF FINLAND
Major differences in endtoend roundtripdelayGPRS operators
•Baseline perf. similar
•BUT, long delays occur
Chart 19. Operator test 16:0100:01 (DNA#4)
02000400060008000
10000120001400016000
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HTTP times (ms) =
Chart 29. Operator test 16:0100:01 (Sonera#4)
02000400060008000
10000120001400016000
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HTTP times (ms) =
Operator A
Operator B
Roundtriptime measurements in GPRS
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3G/UMTS GOODPUT vs. PAYLOAD SIZEMEASUREMENTS
RTT
•Ethereal
•Traceroute, ping
Two measurement setups• Measurement application (MOSET)
running on laptop + Nokia 6630 (3G) asmodem
• Measurement application in laptopconnected directly to LAN
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LAN: FIRST CONNECTION GOODPUT
4 8 16 32 64 128 256 512 1024
020
0040
0060
0080
0010
000
MOSET Payload (KB)
Goo
dput
(kb/
s)
X XX
X X
X
X
X
X •Goodput = payload/totalconnection time
•In LAN, first connectiongoodput is the same orhigher as with the followingtransmissions
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3G/UMTS: FIRST CONNECTION GOODPUT
4 8 16 32 64 128 256 512 1024
050
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MOSET Payload (KB)
Goo
dput
(kb/
s)
X X X
XX
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Significant differencesfound in 3G network endtoend goodput
• First connection vs. next
• Content size
Reasons:
•Channel establishment
•TCP slow start
First connection goodput ismeasured after the packetconnection is initialised i.e. you seeGPRS/3G sign on your phone
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Conclusions: Mobile network QoS
•Mobile network IP traffic bandwidth does not meetadvertised values in all cases
•Long RTT delays cause user dissatisfaction•occasionally•first connection
•Theoretical 3G bandwidth is achieved only close to1MB payloads
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Case II: QoS Aware GamingonDemand in IPTVenvironment
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QoSAware GamingonDemand in IPTV environment
•Realtime video codingadaptation method for gameservice
•Network monitoring modules•Realtime video encoding
parameter optimisation•Partners: GCluster, Maxisat
• Without network QoS control, applicationlevel QoS is used
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Traffic model: Home scenario
Network activity:• 0...30 s: No network activity.• 30...90 s: Intensive web surfing.• 90...120 s: Downloading a big file.• 120...150 s: Downloading
continues + surfing.• 150...180 s: No network activity.
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Traffic model: Hotel scenario
Network activity:• 0...60 s: Intensive web surfing
on two laptops/settopboxes +3 GamingonDemand users.
• 60...120 s: Intensive websurfing on four laptops/settopboxes + 1 GamingonDemand user.
• 120...180 s: Intensive websurfing on three laptops/settopboxes + 2 GamingonDemand users.
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Step I: Adaptation works
•The Additive Increase Multiplicative Decrease (AIMD) based adaptationalgorithm
•The best parameter combination gave overshoot time of about 1 % andthe ratio of used bitrate and available bandwidth of about 62 %
•However, it is not always feasible to aim to maximum BW usage!!
Home scenario Hotel scenario
Overshoot time: The proportion of timethe used bitrate is above the availableleading to congestion and jerkiness inthe game
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Step II: Thresholds for acceptable gaming experience?
•Users gave either acceptable (=1) orunacceptable (=0) grade
•Game was Sega Sonic•fast•moving background and objects
•Changes in game bitrate changedpicture quality coarseness
•Acceptability depending on the gamebitrate
•good between 1.53 Mbps•acceptable even at low bitrate
Target bit rate sequences
0,000,100,200,300,400,500,600,700,800,901,00
3000 2500 2000 1500 1000 500 256
Target bit rate (Kbps)
Acc
epta
bilit
y
Increasing Quality Decreasing Quality
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Thresholds, cont.
•Acceptability depends moreheavily on frame rate anddelay than picture quality
Delay sequences
0,000,100,200,300,400,500,600,700,800,901,00
100 125 150 175 200 300 500
Down link delay (ms)
Acc
epta
bilit
y
Increasing Quality Decreasing Quality
Frame rate sequences
0,000,100,200,300,400,500,600,700,800,901,00
25 21 17 13 9 7 5
Frame rate (fps)
Acc
epta
bilit
y
Increasing Quality Decreasing Quality
•Acceptability maintainedhigher much longer when thequality was decreasing
•users expected that thegood quality wouldresume
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Conclusions: IPTV game service
•IPTV services are still mainly proprietary and needcustomised solutions for QoS management
•TV, game or web services need different QoSmanagement even between different games
•VTT's game adaptation module performs well•For good user experience, it is beneficial to start with
relatively high video quality due to first impression andquality resume expectations
•Algorithm development:•multiple parameter threshold adaptation (frame
rate, delay, several streams,..)•interactive/learning game parameter selection (by
user)•channel state information (crosslayer)
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Case III: Mobile Video Service User Tests
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Adaptive Mobile Video Platform
• CANDELA videodelivery platform
• Advanced features onvideo creation,analysis, storage,search, retrieval,browsing are placed inone platform
• VTT mobile videoplatform, Solidmetadata database,Hantro videocodec/player
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1.
2.
3.
4.
5.6.
7.
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Evaluation: Mobile application
•Number of selections decreasing learning curve•Few metadata descriptions/video (average 2.4 words)•Annotation based on ontology three would be more
useful than direct metadata annotation should beintelligent
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This kind of service is useful tome
30 %
50 %
10 %
0 %
10 %
St rongly agree
Agree
Not sure
disagree
St rongly disagree
I would be interested using thiskind of service in the future
22 %
56 %
11 %
11 % 0 %
St rongly agree
Agree
Not sure
disagr ee
St rongly disagree
Usefulness
• Roughly 80% of users agreed that they would beinterested using mobile video service in the future orthat they find such service useful for them
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Conclusions: Mobile video application
•There seems to be need for easeofuse mobile video service
•Downloadable application provided means to tailor mobile videocontent management service
•The application was useful to the user and it enabled creation,storage and sharing of video clips within an acceptable usabilitylevel
•The Digital Rights Management (DRM) technologies were toocomplex for some users > these things should have been hiddenfrom the users
•Still many technical restrictions exist: Video quality, data transferrates, cost of data transfer…
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New Facilities:3G and B3G mobile service development and testing
platform
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B3G service development and testing platformMultimedia
Service
Operatorservices
Company Server
WCDMAnodeB
Radio CoreNetwork
Simulator
Control systemWLANhotspot
3G phones
HSDPA
WPAN
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Platform: what for?
•3G network parameter optimisation (e.g. RTT or QoS levels)•3G mobile service, mobile application, nodeB, core network
equipment testing for VTT's customers e.g. manufacturers•B3G service enablers such as multiaccess (3G+WLAN+WiMax),
personal area network, sensor network, RFID...•Platform, from which new solutions can be transferred to
operational network infrastructure
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Conclusions
•VTT's QoS related work concentrates on•mobile network performance measurements•real time video adaptation on application layer•small scale user test
•Findings have given valuable insight to both mobileand fixed line service performance
•New 3G/B3G equipment will allow us to do detailedwork in formerly unattainable area
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References
• T. Sutinen & T. Ojala (2005) "Case study in assessing subjective QoS of a mobile multimedia webservice in a realmultiaccess network" In proc. of International Workshop on Quality of Service(IWQoS 2005), June 2123, Passau, Germany, pp. 294308.
• Mobile phone based QoS measurement• Palola, Marko; Jurvansuu, Marko; Korva, Jari
Proceedings 2004 12th IEEE International Conference on Networks (ICON 2004).Singapore, 16 19 Nov. 2004 . IEEE. US (2004), 31 34.
• Kostas Pentikousis, Marko Palola, Marko Jurvansuu, Pekka Perälä, "Active GoodputMeasurements from a public 3G/UMTS network", IEEE Comm. Lett., Vol. 9, No. 9, Sept.2005
• K. Pentikousis and M. Huusko, "Quality of service in heterogeneous networks", a twohour tutorial to be presented at APNOMS 2005, Okinawa, Japan, September 2005.
• QoS aware Gamingondemand:• Sari Järvinen, JukkaPekka Laulajainen, Tiia Sutinen and Sami Sallinen, ”QoS aware real
time video encoding –how to improve the user experience of a GamingonDemandservice”, submitted (30.6.2005), 710 January 2006, Las Vegas, NV, USA, IEEEConsumer Communications and Networking Conference.
• JukkaPekka Laulajainen, Adapting Video Streams to Network Conditions in a GamingonDemand Service, University of Oulu, Department of Electrical and InformationEngineering, Master’s Thesis, 65 p. May 2005.
• Mobile video service application user test• J. Lahti et al. MobiCon Integrated Capture, Annotation, and Sharing of Video Clips
with Mobile Phones. ACM Multimedia 2005, Singapore, To be published Nov 2005.