Wurf.it: A Network Coding Reliable Multicast Content Streaming Solution: - ns-3 Simulations and Implementation

Nestor Hernandez, Jeppe Pihl, Janus Heide, Jeppe Krigslund, Morten V. Pedersen, Péter Vingelmann, Daniel Enrique Lucani Roetter, Frank Hanns Paul Fitzek

Publikation: Konferencebidrag uden forlag/tidsskriftPaper uden forlag/tidsskriftForskningpeer review

Resumé

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.
OriginalsprogEngelsk
Publikationsdato16 jun. 2016
Antal sider2
StatusUdgivet - 16 jun. 2016
BegivenhedThe Workshop on ns-3 - Seattle, USA
Varighed: 15 jun. 201616 jun. 2016
https://www.nsnam.org/overview/wns3/wns3-2016/

Konference

KonferenceThe Workshop on ns-3
LandUSA
BySeattle
Periode15/06/201616/06/2016
Internetadresse

Fingerprint

Network coding
Linear networks
Stadiums
Museums
Sports
Airports
Decoding
Cameras

Emneord

    Citer dette

    Hernandez, N., Pihl, J., Heide, J., Krigslund, J., Pedersen, M. V., Vingelmann, P., ... Fitzek, F. H. P. (2016). Wurf.it: A Network Coding Reliable Multicast Content Streaming Solution: - ns-3 Simulations and Implementation. Afhandling præsenteret på The Workshop on ns-3, Seattle, USA.
    Hernandez, Nestor ; Pihl, Jeppe ; Heide, Janus ; Krigslund, Jeppe ; Pedersen, Morten V. ; Vingelmann, Péter ; Roetter, Daniel Enrique Lucani ; Fitzek, Frank Hanns Paul. / Wurf.it: A Network Coding Reliable Multicast Content Streaming Solution : - ns-3 Simulations and Implementation. Afhandling præsenteret på The Workshop on ns-3, Seattle, USA.2 s.
    @conference{9816d51544e746df95e2701689bfddbc,
    title = "Wurf.it: A Network Coding Reliable Multicast Content Streaming Solution: - ns-3 Simulations and Implementation",
    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 researchin 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 modelthe 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 onKodo, a C++11 network coding library that provides the primitive encoding and decoding functionalities and a Simple COded REliability Protocol (SCORE), for erasure correctingpurposes 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 perfomanceof 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 crowdedscenarios, for example: sports stadiums, airports,service-waiting areas and museums.",
    keywords = "Network protocol design, Network performance modeling, Network simulations; Wireless local area networks",
    author = "Nestor Hernandez and Jeppe Pihl and Janus Heide and Jeppe Krigslund and Pedersen, {Morten V.} and P{\'e}ter Vingelmann and Roetter, {Daniel Enrique Lucani} and Fitzek, {Frank Hanns Paul}",
    year = "2016",
    month = "6",
    day = "16",
    language = "English",
    note = "The Workshop on ns-3, WNS# 2016 ; Conference date: 15-06-2016 Through 16-06-2016",
    url = "https://www.nsnam.org/overview/wns3/wns3-2016/",

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    Hernandez, N, Pihl, J, Heide, J, Krigslund, J, Pedersen, MV, Vingelmann, P, Roetter, DEL & Fitzek, FHP 2016, 'Wurf.it: A Network Coding Reliable Multicast Content Streaming Solution: - ns-3 Simulations and Implementation' Paper fremlagt ved, Seattle, USA, 15/06/2016 - 16/06/2016, .

    Wurf.it: A Network Coding Reliable Multicast Content Streaming Solution : - ns-3 Simulations and Implementation. / Hernandez, Nestor; Pihl, Jeppe; Heide, Janus; Krigslund, Jeppe; Pedersen, Morten V.; Vingelmann, Péter; Roetter, Daniel Enrique Lucani; Fitzek, Frank Hanns Paul.

    2016. Afhandling præsenteret på The Workshop on ns-3, Seattle, USA.

    Publikation: Konferencebidrag uden forlag/tidsskriftPaper uden forlag/tidsskriftForskningpeer review

    TY - CONF

    T1 - Wurf.it: A Network Coding Reliable Multicast Content Streaming Solution

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    AU - Hernandez, Nestor

    AU - Pihl, Jeppe

    AU - Heide, Janus

    AU - Krigslund, Jeppe

    AU - Pedersen, Morten V.

    AU - Vingelmann, Péter

    AU - Roetter, Daniel Enrique Lucani

    AU - Fitzek, Frank Hanns Paul

    PY - 2016/6/16

    Y1 - 2016/6/16

    N2 - 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 researchin 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 modelthe 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 onKodo, a C++11 network coding library that provides the primitive encoding and decoding functionalities and a Simple COded REliability Protocol (SCORE), for erasure correctingpurposes 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 perfomanceof 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 crowdedscenarios, for example: sports stadiums, airports,service-waiting areas and museums.

    AB - 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 researchin 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 modelthe 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 onKodo, a C++11 network coding library that provides the primitive encoding and decoding functionalities and a Simple COded REliability Protocol (SCORE), for erasure correctingpurposes 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 perfomanceof 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 crowdedscenarios, for example: sports stadiums, airports,service-waiting areas and museums.

    KW - Network protocol design

    KW - Network performance modeling

    KW - Network simulations; Wireless local area networks

    M3 - Paper without publisher/journal

    ER -

    Hernandez N, Pihl J, Heide J, Krigslund J, Pedersen MV, Vingelmann P et al. Wurf.it: A Network Coding Reliable Multicast Content Streaming Solution: - ns-3 Simulations and Implementation. 2016. Afhandling præsenteret på The Workshop on ns-3, Seattle, USA.