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RealMedia Streaming Performance on an IEEE 802.11b Wireless LAN

RealMedia Streaming Performance on an IEEE 802.11b Wireless LAN. T. Huang and C. Williamson. Proceedings of IASTED Wireless and Optical Communications (WOC) Conference Banff, AB, Canada, July 2002 . Introduction. Three fast-growing Internet technologies

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RealMedia Streaming Performance on an IEEE 802.11b Wireless LAN

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  1. RealMedia Streaming Performance on an IEEE 802.11b Wireless LAN • T. Huang and C. Williamson • Proceedings of IASTED Wireless and Optical Communications (WOC) Conference • Banff, AB, Canada, July 2002

  2. Introduction • Three fast-growing Internet technologies • World-Wide Web – TCP/IP to the masses • Multimedia streaming – real-time, on-demand audio/video to the home • Wireless networks – freedom from physical constraints of wires (anything, anytime, anywhere)  All available and relative low cost • This paper explores the convergence of the 3 • Focus on RealMedia (popular) • Focus on IEEE 802.11b (popular)

  3. Objectives • Characterize network traffic by RealMedia • Useful for capacity planning • Useful for building simulations/models • Relationship between wireless channel (error rate, delay, etc) and user quality • Use wireless “sniffer”, correlate with application • Ascertain impact of streaming on competing (ie- TCP) traffic • Impact of streaming on Internet traffic of interest

  4. Outline • Introduction (done) • Background • Methodology • Results • Related Work • Conclusions

  5. IEEE 802.11b Wireless LAN (1 of 2) • High speed (up to 11 Mbps, 11g up to 54) • Specifies physical layer and MAC layer • Physical layer allows 1, 2, 5.5, 11 Mbps • Higher rates achieved by using sophisticated modulation • Header transmitted at 1 Mbps with clocking information (so payload can be transmitted faster) • Physical layer has loss, fading and interference • Result in corrupted packets, especially at high rates • So, dynamically adjust rates based on channel error rate

  6. IEEE 802.11b Wireless LAN (2 of 2) • Is shared broadcast, so MAC layer regulates access • Carrier-Sense Multiple Access with Collision Avoidance (CSMA/CA) or Distributed Coordination Function (DCF) • If station wants to send, senses channel • If idle for frame time, send packet • Otherwise, wait until idle + another frame time + random (double random time) • Data sent requires ACK. • No ACK, then resend. Give up after 4 tries. • Receiver ignores if CRC error. • Can be Infrastructure mode (AP) or ad-hoc mode (peer-to-peer)

  7. RTSP Server Data: TCP or UDP RealNetworks Streaming Media (1 of 2) • Buffering • SureStream • Scalable Video Technology • Repair

  8. RealNetworks Streaming Media (1 of 2) • Codec, server, client • Reliable or unreliable • Live or on-demand • Header identifies • “Key frames”, decide to retransmit • Streaming rate • RTSP for communication • Control in TCP, data UDP • Parameters during session

  9. Outline • Introduction (done) • Background (done) • Methodology • Results • Related Work • Conclusions

  10. Experimental Environment (1 of 2) • RealServer 8.0, Linux, 1.8 GHz P-4, 10 Mbps NIC • RealPlayer 8.0, 800 MHz P-3, Cisco Aironet 350 NIC • AP lucent RG-1000 WAP, Retransmit limit set to 4

  11. Experimental Environment (2 of 2) • Video of a rock concert • Target rate about 200 kbps • above modem, below broadband • Short clip

  12. Experimental Design • Streaming with and without TCP/IP traffic • Classify wireless • Based on OS status meter • TCP background gener- ated from server to client • Three traces per experiment • Trace at server using tcpdump • Trace close to AP using sniffer • Trace at client using tcpdump • Get wireless and higher layers

  13. Outline • Introduction (done) • Background (done) • Methodology (done) • Results • Related Work • Conclusions

  14. Baseline Throughput Results • Use netperf for 60-seconds, 84 KB receive socket buffer, 8 times • Weaker signal, lower throughput • Maximum observed, 4.6 Mbps, less than 11 • 10 Mbps Ethernet not bottleneck • Only Poor has too low a throughput

  15. Subjective Assessment • Playback very smooth for Excellent and Good • For Fair, playback was jerky (lost frames?), but visual quality was good • Audio was good for Fair-Excellent • For Poor, playback was jerky, some pictures blurry and truncated, audio deteriorated • In some cases, setup failed

  16. Effect of Wireless Channel (1 of 2)

  17. Effect of Wireless Channel (2 of 2) - App has different view of channel - Mostly, expects to be static Bursty loss Still residual errors

  18. Application Layer Streaming Rate (1 of 2) • Initial phase (10-20 sec) is higher rate (about 3x) • Audio always meets target rate (Real favors audio) • Excellent and Good similar, meet target video • Fair and Poor well below target rate • - 17.5 kbps, 12.1 kbps

  19. Application Layer Streaming Rate (2 of 2) • Excellent and Good similar, meet target video • Fair and Poor well below target rate • - 17.5 kbps, 12.1 kbps

  20. Application-Layer Retransmission • NACK based approach reasonable for lost packets • Good does not lose any • Raw loss: • - Good has 0.3% • - Fair has 10% • - Poor has 30% • Effective loss: • - Excellent and Good have none • - Fair has 0.2% audio, 1.3% video (it looked good) • - Poor had 7% audio, 28% video (deteriorating)

  21. Streaming with Competing Traffic • Excellent channel • 10, 20, 30 ,40, 50 competing bulk-TCP • Should be 460, 230, 150, 115, 92 kbps Asks for more than fair share so not TCP-Friendly

  22. Outline • Introduction (done) • Background (done) • Methodology (done) • Results (done) • Related Work • Conclusions

  23. Related Work • No wireless streaming (“To the best of our knowledge…”) • Mena et al RealAudio [11] • Non-TCP friendly, periodic • Wang et al RealVideo [19] • Average 10 fps, little full-motion video • Loguinov et al MPEG-4 emulation [10] • Modem, jitter, asymmetry • Chesire at al University workload

  24. Conclusions • Wireless channel has bursty loss • but MAC layer retransmission can hide • Application layer takes care of most of rest • Good and Excellent fine for some streaming • Fair and Poor have degraded quality • With TCP traffic, RealPlayer not fair

  25. Future Work?

  26. Future Work • Larger scale study (more videos, encodings, …) • Effects of mobility • Effects on other users on WAP • Fragmentation to reduce loss • Other technologies (WSM …) • Estimating capacity

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