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Packet loss

About: Packet loss is a research topic. Over the lifetime, 21235 publications have been published within this topic receiving 302453 citations.


Papers
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Proceedings ArticleDOI
07 Aug 2002
TL;DR: Simulation results show the implemented QoS control schemes that use the feedbacks from the agent and control transmission rate and robustness provide better video quality than a simple rate control mechanism.
Abstract: We propose a of control architecture for mobile multimedia streaming in which RTP monitoring agents report QoS information to media servers. The RTP monitoring agents lie midway between wired networks and radio links, monitor RTP packets sent from media servers to mobile terminals, and report quality information to media servers so that the servers can realize network-adaptive QoS control. By analyzing the information sent from the agents, the servers can distinguish quality degradation caused by network congestion from that caused by radio link errors, and can improve service quality by controlling the transmission rate and robustness against packet loss. Simulation results show our implemented QoS control schemes that use the feedbacks from the agent and control transmission rate and robustness provide better video quality than a simple rate control mechanism.

98 citations

Patent
31 May 2007
TL;DR: In this paper, a system for monitoring and optimizing performance on a packet network with vector performance tables including a network element including an input/output (I/O) unit configured to communicate data packets with at least one other network element on the packet network, the data packets including network performance information; a processing unit configured to receive the data packet from the at least 1 other node element; and a memory in communication with the processing unit and configured to store a vector performance table including a compilation of the network performance contained in the packet data packets, the processor configured to process the
Abstract: A system for monitoring and optimizing performance on a packet network with vector performance tables including a network element including an input/output (I/O) unit configured to communicate data packets with at least one other network element on the packet network the data packets including network performance information; a processing unit configured to receive the data packets from the at least one other network element; and a memory in communication with the processing unit and configured to store a vector performance table including a compilation of the network performance information contained in the data packets, the processor configured to process the data packets to store the network performance information in the vector performance table. A method for monitoring and optimizing performance on a packet network with vector performance tables is also included.

98 citations

Journal ArticleDOI
TL;DR: It is argued that the availability of larger buffers in the network enables IPTV to better offer new services (in particular, time-shifted TV, network personal video recorder, and video-on-demand) than the competing platforms.
Abstract: Currently, digital television is gradually replacing analogue TV. Although these digital TV services can be delivered via various broadcast networks (e.g., terrestrial, cable, satellite), Internet Protocol TV over broadband telecommunication networks offers much more than traditional broadcast TV. Not only can it improve the quality that users experience with this linear programming TV service, but it also paves the way for new TV services, such as video-on- demand, time-shifted TV, and network personal video recorder services, because of its integral return channel and the ability to address individual users. This article first provides an overview of a typical IPTV network architecture and some basic video coding concepts. Based on these, we then explain how IPTV can increase the linear programming TV quality experienced by end users by reducing channel-change latency and mitigating packet loss. For the latter, forward error correction and automatic repeat request techniques are discussed, whereas for the former a solution based on a circular buffer strategy is described. This article further argues that the availability of larger buffers in the network enables IPTV to better offer new services (in particular, time-shifted TV, network personal video recorder, and video-on-demand) than the competing platforms.

97 citations

Patent
Youngjune Gwon1
29 Jan 2001
TL;DR: In this article, the authors propose a method applicable to third generation, wireless, mobile access IP-based data networks supporting IETF proposed Mobile IP support standards, which reduces the end-to-end packet latency, jitter and packet loss that occur when the communication link between a mobile node and the network is handed-off from one local agent or router to another.
Abstract: Disclosed is a method applicable to third generation, wireless, mobile access IP-based data networks supporting IETF proposed Mobile IP support standards. The method reduces the end-to-end packet latency, jitter and packet loss that occur when the communication link between a mobile node and the network is handed-off from one local agent or router to another. The method greatly reduces the time necessary to establish a new network data route between the mobile node and a correspondent node during the hand-off from one agent/router to another by predicting the mobility of the mobile node, predetermining when the hand-off will occur, and establishing the new data route in advance of the hand-off.

97 citations

Proceedings ArticleDOI
21 Mar 1999
TL;DR: This paper reports on the design and the evaluation of transmission control mechanisms specifically designed for multiplayer, distributed (serverless), interactive Internet applications and investigates how the "quality" of the game is influenced by the frequency at which players exchange state information, as well as by network impairments such as packet loss and transmission delay.
Abstract: This paper reports on the design and the evaluation of transmission control mechanisms specifically designed for multiplayer, distributed (serverless), interactive Internet applications. Distributed synchronization and dead reckoning are the main elements of this transmission control infrastructure. These mechanisms have been implemented in a fully distributed, multiplayer game application, i.e., one in which each entity in a game session computes its own local view of the session. The role of each entity is consequently to periodically send its own state to all other session participants (using RTP/UDP/IP multicast) and to periodically compute its own local view of the global game state using information received from the other participants. A detailed experimental analysis is provided using MBone and LAN experiments. We investigate how the "quality" of the game is influenced by the frequency at which players exchange state information, as well as by network impairments such as packet loss and transmission delay.

97 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
2023133
2022325
2021694
2020846
20191,033
2018993