• Title/Summary/Keyword: Packet Inter-arrival Time

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An Enhanced Transmission Mechanism for Supporting Quality of Service in Wireless Multimedia Sensor Networks

  • Cho, DongOk;Koh, JinGwang;Lee, SungKeun
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.65-73
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    • 2017
  • Congestion occurring at wireless sensor networks(WSNs) causes packet delay and packet drop, which directly affects overall QoS(Quality of Service) parameters of network. Network congestion is critical when important data is to be transmitted through network. Thus, it is significantly important to effectively control the congestion. In this paper, new mechanism to guarantee reliable transmission for the important data is proposed by considering the importance of packet, configuring packet priority and utilizing the settings in routing process. Using this mechanism, network condition can be maintained without congestion in a way of making packet routed through various routes. Additionally, congestion control using packet service time, packet inter-arrival time and buffer utilization enables to reduce packet delay and prevent packet drop. Performance for the proposed mechanism was evaluated by simulation. The simulation results indicate that the proposed mechanism results to reduction of packet delay and produces positive influence in terms of packet loss rate and network lifetime. It implies that the proposed mechanism contributes to maintaining the network condition to be efficient.

A Comparison of 20 and 3D MMORPG's Traffic (2D와 3D에 기반한 MMORPG 트래픽간의 특성 비교)

  • Kim, Jae-Cheol;Kwon, Tae-Kyoung;Choi, Yang-Hee
    • Journal of Information Technology Services
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    • v.7 no.2
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    • pp.137-148
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    • 2008
  • This paper measures and compares the traffic of a series of Massively Multi-player On-line Role Playing Game (MMORPG). The purpose of this analysis is to characterize the MMORPG traffic and compare the traffic characteristics of those games caused by the game structure difference between 2D and 3D environment. The target game is 'Lineage I' and 'Lineage II' which represent world's largest MMORPGs in terms of the number of concurrent users. We collect about 280 giga bytes and 1 tera bytes of packet headers, respectively. We compare packet size, packet inter-arrival time and bandwidth usage of these two games. The MMORPG traffic consists of two kinds of packets: client-generated upstream packets and server-generated downstream packets. We observe that the upstream packet size of payload has grown from 9 bytes to 19 bytes, while the average payload size of downstream packets has grown from 37 bytes to 318 bytes. This asymmetry of growing rate is caused by 3D game structure. Packet inter-arrival time becomes shorter from average 2 milliseconds to 58 microseconds. Bandwidth consumption per client has grown from 4 kbps to 20 kbps. We find that there is a linear relationship between the number of users and the bandwidth usage in both case.

WEAK CONVERGENCE OF VARIOUS MODELS TO FRACTIONAL BROWNIAN MOTION

  • Kim, Joo-Mok
    • Korean Journal of Mathematics
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    • v.15 no.1
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    • pp.71-78
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    • 2007
  • We consider arrival process and ON/OFF source model which allows for long packet trains and long inter-train distances. We prove the weak convergence of theses processes to Fractional Brownian motion. Finally, we figure out the coefficients of $B_H(t)$ and time $t$ when ON/OFF periods have the Pareto distribution.

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Congestion Control Mechanism for Efficient Network Environment in WMSN (무선 멀티미디어 센서 네트워크에서 효율적인 네트워크 환경을 위한 혼잡 제어 메커니즘)

  • Park, Jeong-Hyeon;Lee, Sung-Keun;Oh, Won-Geun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.289-296
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    • 2015
  • Wireless multimedia sensor network senses and transfers mass multimedia data. Also, it is sensitive to latency. This thesis proposes a routing technique based on traffic priority in order to improve the network efficiency by minimizing latency. In addition, it proposes a congestion control mechanism that uses packet service time, packet inter-arrival time, buffer usage, etc. In this thesis, we verified the reduction of packet latency in accordance with the quality level of packet as a result of the performance analysis through the simulation method. Also, we verified that the proposed mechanism maintained a reliable network state by preventing packet loss due to network overload.

Traffic Analysis and Modeling for Network Games (네트워크 게임 트래픽 분석 및 모델링)

  • Park Hyo-Joo;Kim Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.635-648
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    • 2006
  • As the advances of Internet infra structure and the support of console and mobile for network games, the industry of online game has been growing rapidly, and the online game traffic in the Internet has been increasing steadily. For design and simulation of game network, the analysis of online game traffic have to be preceded. Therefore a number of papers have been proposed for the purpose of analyzing the traffic data of network games and providing the models. We make and use GameNet Analyzer as a dedicated tool for game traffic measurement and analysis in this paper. We measure the traffic of FPS Quake 3, RTS Starcraft and MMORPG World of Warcraft (WoW), and analyze the packet size, packet IAT(inter-arrival time), data rate and packet rate according to the number of players and in-game behaviors. We also present the traffic models using measured traffic data. These analysis and models of game traffic can be used for effective network simulation, performance evaluation of game network and the design of online games.

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Traffic Comparison of a Series of MMORPGs

  • Kim, Jae-Cheol;Kim, In-Taek;Kwon, Tae-Kyoung;Choi, Yang-Hee
    • 한국IT서비스학회:학술대회논문집
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    • 2006.05a
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    • pp.233-240
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    • 2006
  • This paper measures and compares the traffic of a series of Massively Multiplayer On-line Role Playing Games(MMORPG). The target games are 'Lineage' and 'Lineage II' developed by NCsoft, which are ones of the world's largest MMORPGs in terms of the number of concurrent users. We collected about 1 tera bytes of packets of 'Lineage II' for four days including a weekend. These packets are analyzed and compared with those of 'Lineage.' Packet size, packet inter-arrival time, and bandwidth usage are compared. The traffic of the two games shows much difference because original 'Lineage' is a kind of 2-D based MMORPG, while 'Lineage II' is 3-D based. By comparing the characteristics of the traffic of these games, we can anticipate future needs of network and game structure.

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Evil-Twin Detection Scheme Using SVM with Multi-Factors (다중 요소를 가지는 SVM을 이용한 이블 트윈 탐지 방법)

  • Kang, SungBae;Nyang, DaeHun;Lee, KyungHee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.2
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    • pp.334-348
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    • 2015
  • Widespread use of smart devices accompanies increase of use of access point (AP), which enables the connection to the wireless network. If the appropriate security is not served when a user tries to connect the wireless network through an AP, various security problems can arise due to the rogue APs. In this paper, we are going to examine the threat by evil-twin, which is a kind of rogue APs. Most of recent researches for detecting rogue APs utilize the measured time difference, such as round trip time (RTT), between the evil-twin and authorized APs. These methods, however, suffer from the low detection rate in the network congestion. Due to these reasons, in this paper, we suggest a new factor, packet inter-arrival time (PIAT), in order to detect evil-twins. By using both RTT and PIAT as the learning factors for the support vector machine (SVM), we determine the non-linear metric to classify evil-twins and authorized APs. As a result, we can detect evil-twins with the probability of up to 96.5% and at least 89.75% even when the network is congested.

Practical evaluation of encrypted traffic classification based on a combined method of entropy estimation and neural networks

  • Zhou, Kun;Wang, Wenyong;Wu, Chenhuang;Hu, Teng
    • ETRI Journal
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    • v.42 no.3
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    • pp.311-323
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    • 2020
  • Encrypted traffic classification plays a vital role in cybersecurity as network traffic encryption becomes prevalent. First, we briefly introduce three traffic encryption mechanisms: IPsec, SSL/TLS, and SRTP. After evaluating the performances of support vector machine, random forest, naïve Bayes, and logistic regression for traffic classification, we propose the combined approach of entropy estimation and artificial neural networks. First, network traffic is classified as encrypted or plaintext with entropy estimation. Encrypted traffic is then further classified using neural networks. We propose using traffic packet's sizes, packet's inter-arrival time, and direction as the neural network's input. Our combined approach was evaluated with the dataset obtained from the Canadian Institute for Cybersecurity. Results show an improved precision (from 1 to 7 percentage points), and some application classification metrics improved nearly by 30 percentage points.

Modeling and Analysis of Wireless Lan Traffic (무선 랜 트래픽의 분석과 모델링)

  • Yamkhin, Dashdorj;Lee, Seong-Jin;Won, You-Jip
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.8B
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    • pp.667-680
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    • 2008
  • In this work, we present the results of our empirical study on 802.11 wireless LAN network traffic. We collect the packet trace from existing campus wireless LAN infra-structure. We analyzed four different data sets: aggregate traffic, upstream traffic, downstream traffic, tcp only packet trace from aggregate traffic. We analyze the time series aspect of underlying traffic (byte count process and packet count process), marginal distribution of time series, and packet size distribution. We found that in all four data sets there exist long-range dependent property in byte count and packet count process. Inter-arrival distribution is well fitted with Pareto distribution. Upstream traffic, i.e. from the user to Internet, exhibits significant difference in its packet size distribution from the rests. Average packet size of upstream traffic is 151.7 byte while average packet size of the rest of the data sets are all greater than 260 bytes. Packets with full data payloads constitutes 3% and 10% in upstream traffic and the downstream traffic, respectively. Despite the significant difference in packet size distribution, all four data sets have similar Hurst values. The Hurst alone does not properly explain the stochastic characteristics of the underlying traffic. We model the underlying traffic using fractional-ARIMA (FARIMA) and fractional Gaussian Noise (FGN). While the fractional Gaussian Noise based method is computationally more efficient, FARIMA exhibits superior performance in accurately modeling the underlying traffic.

Active Buffer Management Algorithm for Voice Communication System with Silence Suppression (무음 압축을 이용하는 음성 통신 시스템을 위한 동적 버퍼 관리 알고리즘)

  • Lee, Sung-Hyung;Lee, Hyun-Jin;Kim, Jae-Hyun;Lee, Hyung-Joo;Hoh, Mi-Jeong;Choi, Jeung-Won;Shin, Sang-Heon;Kim, Tae-Wan
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.7B
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    • pp.528-535
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    • 2012
  • This paper proposes silence drop first(SDF) active buffer management algorithm to increase the voice capacity when silence suppression is used. This algorithm finds and drops silence packet rather than voice packet in the queue for resolving buffer overflow of queue. Simulations with voice codec of G.729A and G.711 are performed. By using proposed SDF algorithm, the voice capacity is increased by 84.21% with G.729A and 38.46% with G.711. Further more, SDF algorithm reduces the required link capacity and loosens the silence packet inter-arrival time limit to provide target voice quality compared with that of conventional algorithms.