Projekter pr. år
Abstract
One of the proven benets of Network Coding (NC) is to achieve the data capacity for multicast networks. However, even though there has been a signicant amount of research
in this area, potentials demonstrators of these capabilities have not been widely shown or deployed. Thus, in this work we present a set of pre-computed ns-3 simulations to model
the behaviour of Wurf.it, a Random Linear Network Coding (RLNC)-based reliable multicast solution for content distribution with cross-platform support. Wurf.it is based on
Kodo, a C++11 network coding library that provides the primitive encoding and decoding functionalities and a Simple COded REliability Protocol (SCORE), for erasure correcting
purposes in single-hop multicast networks. In this sense, the simulations are shown as part of the modeling required to evaluate the theoretical aspects for the perfomance
of Wurf.it. Therefore, our demonstrator consists of stored simulations with ns-3 in a laptop and a Wurf.it implementation within a WiFi network. For the implementation, a video content from a mobile camera is distributed with low delay using SCORE to a set of heterogenous receivers (e.g. dierent platforms). Use cases of Wurf.it are mild to highly crowded
scenarios, for example: sports stadiums, airports,
service-waiting areas and museums.
in this area, potentials demonstrators of these capabilities have not been widely shown or deployed. Thus, in this work we present a set of pre-computed ns-3 simulations to model
the behaviour of Wurf.it, a Random Linear Network Coding (RLNC)-based reliable multicast solution for content distribution with cross-platform support. Wurf.it is based on
Kodo, a C++11 network coding library that provides the primitive encoding and decoding functionalities and a Simple COded REliability Protocol (SCORE), for erasure correcting
purposes in single-hop multicast networks. In this sense, the simulations are shown as part of the modeling required to evaluate the theoretical aspects for the perfomance
of Wurf.it. Therefore, our demonstrator consists of stored simulations with ns-3 in a laptop and a Wurf.it implementation within a WiFi network. For the implementation, a video content from a mobile camera is distributed with low delay using SCORE to a set of heterogenous receivers (e.g. dierent platforms). Use cases of Wurf.it are mild to highly crowded
scenarios, for example: sports stadiums, airports,
service-waiting areas and museums.
Originalsprog | Engelsk |
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Publikationsdato | 16 jun. 2016 |
Antal sider | 2 |
Status | Udgivet - 16 jun. 2016 |
Begivenhed | The Workshop on ns-3 - Seattle, USA Varighed: 15 jun. 2016 → 16 jun. 2016 https://www.nsnam.org/overview/wns3/wns3-2016/ |
Konference
Konference | The Workshop on ns-3 |
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Land/Område | USA |
By | Seattle |
Periode | 15/06/2016 → 16/06/2016 |
Internetadresse |
Fingeraftryk
Dyk ned i forskningsemnerne om 'Wurf.it: A Network Coding Reliable Multicast Content Streaming Solution: - ns-3 Simulations and Implementation'. Sammen danner de et unikt fingeraftryk.Projekter
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TuneSCode: TuneSCode – Tunable Sparse Network Coding for Wireless Networks
Lucani Rötter, D. E. & Sørensen, C. W.
01/09/2013 → 31/08/2016
Projekter: Projekt › Forskning
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