Pub Date : 2005-06-15DOI: 10.1109/CONTEL.2005.185955
D. Djenouri, N. Badache
The resource limitation of nodes used in self- organized ad hoc networks, along with the multi-hop nature of these networks, may cause a new behavioral phenomena which does not exist in traditional infrastructured environ- ments. To save its energy, a node may behave sel shly ,t hen it would not forward packets for other nodes while using their resources to forward its own packets. This deviation from the normal behavior is a potential threat against the service availability, one of the most important security requirements. Resolving this problem is challenging, due to the self-organization and the infrastructureless features of these networks. Recently, some solutions have been proposed, but almost all these solutions rely on the watchdog technique (1), which suffers from many problems. Especially when using the power control technique, employed by some new power- aware routing protocols following the watchdog's proposal. To overcome this problem, we propose in this paper a new approach we call two hops ACK (acknowledgment). Using petri nets we model and analyze our solution based on this novel approach.
{"title":"A novel approach for sel sh nodes detection in MANETs: proposal and Petri nets based modeling","authors":"D. Djenouri, N. Badache","doi":"10.1109/CONTEL.2005.185955","DOIUrl":"https://doi.org/10.1109/CONTEL.2005.185955","url":null,"abstract":"The resource limitation of nodes used in self- organized ad hoc networks, along with the multi-hop nature of these networks, may cause a new behavioral phenomena which does not exist in traditional infrastructured environ- ments. To save its energy, a node may behave sel shly ,t hen it would not forward packets for other nodes while using their resources to forward its own packets. This deviation from the normal behavior is a potential threat against the service availability, one of the most important security requirements. Resolving this problem is challenging, due to the self-organization and the infrastructureless features of these networks. Recently, some solutions have been proposed, but almost all these solutions rely on the watchdog technique (1), which suffers from many problems. Especially when using the power control technique, employed by some new power- aware routing protocols following the watchdog's proposal. To overcome this problem, we propose in this paper a new approach we call two hops ACK (acknowledgment). Using petri nets we model and analyze our solution based on this novel approach.","PeriodicalId":265923,"journal":{"name":"Proceedings of the 8th International Conference on Telecommunications, 2005. ConTEL 2005.","volume":"192 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129254386","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2005-06-15DOI: 10.1109/CONTEL.2005.185877
A. Petric, K. Jurasovic
The Trading Agent Competition (TAC) promotes research in the trading agent problem. TAC has two competitive scenarios. First and the older one is TAC Classic where 8 agents compete by assembling travel packages for customers with different preferences for the trip. The second one is Supply Chain Management (SCM) where 6 agents compete by assembling computers and selling them to customers. We decided to join the TAC SCM game because we found it to be more challenging and complex then the TAC Classic. In this paper we present KrokodilAgent, our entry in the TAC SCM 2004.
{"title":"KrokodilAgent: a supply chain management agent","authors":"A. Petric, K. Jurasovic","doi":"10.1109/CONTEL.2005.185877","DOIUrl":"https://doi.org/10.1109/CONTEL.2005.185877","url":null,"abstract":"The Trading Agent Competition (TAC) promotes research in the trading agent problem. TAC has two competitive scenarios. First and the older one is TAC Classic where 8 agents compete by assembling travel packages for customers with different preferences for the trip. The second one is Supply Chain Management (SCM) where 6 agents compete by assembling computers and selling them to customers. We decided to join the TAC SCM game because we found it to be more challenging and complex then the TAC Classic. In this paper we present KrokodilAgent, our entry in the TAC SCM 2004.","PeriodicalId":265923,"journal":{"name":"Proceedings of the 8th International Conference on Telecommunications, 2005. ConTEL 2005.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116299107","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2005-06-15DOI: 10.1109/CONTEL.2005.185864
D. Huljenic, O. Labor
Today's concepts of information and communication technologies merge is based on open network architecture standards and consistent development frameworks. Basic effect of synergy is visible through unique and common services. To enable convergence of existing network resources with new network concepts it is necessary to follow well defined interoperability standards and to use flexible/open technological elements. This article deals with basic analysis for component based architectures and of-the-shelf containers for service delivery environment in the telecommunication network. The analysis is based on the open standards and associated frameworks.
{"title":"Open standards for service delivery environment in the telecommunications","authors":"D. Huljenic, O. Labor","doi":"10.1109/CONTEL.2005.185864","DOIUrl":"https://doi.org/10.1109/CONTEL.2005.185864","url":null,"abstract":"Today's concepts of information and communication technologies merge is based on open network architecture standards and consistent development frameworks. Basic effect of synergy is visible through unique and common services. To enable convergence of existing network resources with new network concepts it is necessary to follow well defined interoperability standards and to use flexible/open technological elements. This article deals with basic analysis for component based architectures and of-the-shelf containers for service delivery environment in the telecommunication network. The analysis is based on the open standards and associated frameworks.","PeriodicalId":265923,"journal":{"name":"Proceedings of the 8th International Conference on Telecommunications, 2005. ConTEL 2005.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127382974","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2005-06-15DOI: 10.1109/CONTEL.2005.185903
A. Graf
With the introduction of multiplayer games on mobile terminals, the need for scoring and ranking systems has occurred. This article presents a game scoring system with the score submission and ranking component. Classic two player game model with win, loose or draw outcomes is examined. Statistics-based and fuzzy logic scoring systems are proposed and compared, with the results showing that fuzzy logic approach is more adequate to build into scorings that refer to player's rankings and game outcome, as well as to be applied in the new generation mobile multiplayer games. I. INTRODUCTION Games have always been popular among the people, as a form of entertainment, supporting social interactivities between them. With the development of computer science and powerful hardware platforms, they have shown their full potential. In search for a game definition J. Huinziga in 1938 in his work Homo Ludens (1) gives a following definition to play. "(Play) is an activity which proceeds within certain limits of time and space, in a visible order, according to rules freely accepted, and outside the sphere of necessity or material utility. The play-mood is one of rapture and enthusiasm, and is sacred or festive in accordance with the occasion. A feeling of exaltation and tension accompanies the action, mirth and relaxation follow." According to the game theory (2) a game definition is based on conflict situation. Conflict situation is a situation where interests of two or more parties (called players) are confronted. The outcome of the game is a direct consequence of actions made by all participants in the game. Game is defined by sets of rules and agreements that players have to obey, which describe the structure of some conflict situation. These rules define the following: the alternatives that are offered to a player in each stage of the game, the information that is provided to the user at the time of choice between alternatives, and the payoff (or a goal) that motivates the player to successfully complete the game. An abstract view of the game is shown on fig 1, describing the three main aspects of the game (3) and their relationships. A challenge is the most important aspect of the game. Rules define the game, and consequently the goal of the game. When a player decides to play the game he accepts to follow the rules and he is motivated to reach the goal. A conflict is presented in some form of opponent that represents an obstruction to the player while reaching the goal. A play is referring to the rules which, player opponent rules
{"title":"Fuzzy logic approach for modelling multiplayer game scoring system","authors":"A. Graf","doi":"10.1109/CONTEL.2005.185903","DOIUrl":"https://doi.org/10.1109/CONTEL.2005.185903","url":null,"abstract":"With the introduction of multiplayer games on mobile terminals, the need for scoring and ranking systems has occurred. This article presents a game scoring system with the score submission and ranking component. Classic two player game model with win, loose or draw outcomes is examined. Statistics-based and fuzzy logic scoring systems are proposed and compared, with the results showing that fuzzy logic approach is more adequate to build into scorings that refer to player's rankings and game outcome, as well as to be applied in the new generation mobile multiplayer games. I. INTRODUCTION Games have always been popular among the people, as a form of entertainment, supporting social interactivities between them. With the development of computer science and powerful hardware platforms, they have shown their full potential. In search for a game definition J. Huinziga in 1938 in his work Homo Ludens (1) gives a following definition to play. \"(Play) is an activity which proceeds within certain limits of time and space, in a visible order, according to rules freely accepted, and outside the sphere of necessity or material utility. The play-mood is one of rapture and enthusiasm, and is sacred or festive in accordance with the occasion. A feeling of exaltation and tension accompanies the action, mirth and relaxation follow.\" According to the game theory (2) a game definition is based on conflict situation. Conflict situation is a situation where interests of two or more parties (called players) are confronted. The outcome of the game is a direct consequence of actions made by all participants in the game. Game is defined by sets of rules and agreements that players have to obey, which describe the structure of some conflict situation. These rules define the following: the alternatives that are offered to a player in each stage of the game, the information that is provided to the user at the time of choice between alternatives, and the payoff (or a goal) that motivates the player to successfully complete the game. An abstract view of the game is shown on fig 1, describing the three main aspects of the game (3) and their relationships. A challenge is the most important aspect of the game. Rules define the game, and consequently the goal of the game. When a player decides to play the game he accepts to follow the rules and he is motivated to reach the goal. A conflict is presented in some form of opponent that represents an obstruction to the player while reaching the goal. A play is referring to the rules which, player opponent rules","PeriodicalId":265923,"journal":{"name":"Proceedings of the 8th International Conference on Telecommunications, 2005. ConTEL 2005.","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121834859","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2005-06-15DOI: 10.1109/CONTEL.2005.185924
Jun Wu, Wuyi Yue, Shouyang Wang
In this paper, we present an analysis on op- timization and risk analysis in Communication Networks (CNs) with a penalty function. The model is proposed for offline traffic engineering optimization with bandwidth allocation and performance analysis. First, we introduce a penalty function in the CN optimization model and derive the optimal bandwidth capacity. Then, we analyze the profit shortfall risk in the CN with mean-variance approach for two typical arrival processes of traffic demand, Poisson arrival process and uniform distribution arrival process. Finally, we give numerical results to show the impact of relationship between unit revenue and unit cost and penalty cost and compare the characters of these two arrival processes of traffic demand on the network performance.
{"title":"Optimal traffic engineering design for bandwidth allocation in communication networks","authors":"Jun Wu, Wuyi Yue, Shouyang Wang","doi":"10.1109/CONTEL.2005.185924","DOIUrl":"https://doi.org/10.1109/CONTEL.2005.185924","url":null,"abstract":"In this paper, we present an analysis on op- timization and risk analysis in Communication Networks (CNs) with a penalty function. The model is proposed for offline traffic engineering optimization with bandwidth allocation and performance analysis. First, we introduce a penalty function in the CN optimization model and derive the optimal bandwidth capacity. Then, we analyze the profit shortfall risk in the CN with mean-variance approach for two typical arrival processes of traffic demand, Poisson arrival process and uniform distribution arrival process. Finally, we give numerical results to show the impact of relationship between unit revenue and unit cost and penalty cost and compare the characters of these two arrival processes of traffic demand on the network performance.","PeriodicalId":265923,"journal":{"name":"Proceedings of the 8th International Conference on Telecommunications, 2005. ConTEL 2005.","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132586165","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2005-06-15DOI: 10.1109/CONTEL.2005.185812
T. Dreibholz, E. Rathgeb
The Reliable Server Pooling (RSerPool) pro- tocol suite currently under standardization by the IETF is designed to build systems providing highly available services by mechanisms and protocols for establishing, configuring, accessing and monitoring pools of server resources. But RSerPool is not only able to manage pools of redundant servers and facilitate service failover between servers: it also includes sophisticated mechanisms for server selections within the pools. These mechanisms make RSerPool useful for applications in load balancing and distributed computing scenarios. As part of our RSerPool research and to verify results of our simulation model in real-life scenarios, we have created a complete implementation prototype of the RSer- Pool framework. In this paper, we will give a detailed description of the concepts, ideas and realizations of our prototype. Furthermore, we will show performance issues raised by the management of large servers pools, as it is necessary for load balancing or distributed computing scenarios. We will explain the algorithms and data structures we designed to solve these challenges and finally present a rough performance evaluation that verifies our concept. Keywords: Internet applications, IPv6 deployment and applications, SS7, server pools
{"title":"Implementing the reliable server pooling framework","authors":"T. Dreibholz, E. Rathgeb","doi":"10.1109/CONTEL.2005.185812","DOIUrl":"https://doi.org/10.1109/CONTEL.2005.185812","url":null,"abstract":"The Reliable Server Pooling (RSerPool) pro- tocol suite currently under standardization by the IETF is designed to build systems providing highly available services by mechanisms and protocols for establishing, configuring, accessing and monitoring pools of server resources. But RSerPool is not only able to manage pools of redundant servers and facilitate service failover between servers: it also includes sophisticated mechanisms for server selections within the pools. These mechanisms make RSerPool useful for applications in load balancing and distributed computing scenarios. As part of our RSerPool research and to verify results of our simulation model in real-life scenarios, we have created a complete implementation prototype of the RSer- Pool framework. In this paper, we will give a detailed description of the concepts, ideas and realizations of our prototype. Furthermore, we will show performance issues raised by the management of large servers pools, as it is necessary for load balancing or distributed computing scenarios. We will explain the algorithms and data structures we designed to solve these challenges and finally present a rough performance evaluation that verifies our concept. Keywords: Internet applications, IPv6 deployment and applications, SS7, server pools","PeriodicalId":265923,"journal":{"name":"Proceedings of the 8th International Conference on Telecommunications, 2005. ConTEL 2005.","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132954354","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2005-06-15DOI: 10.1109/CONTEL.2005.185918
Cheng Peng, Dai Qionghai, Wu Qiu-feng
The application layer multicast routing problem is a multi-objective optimization problem. Most existing protocols are based on simple geographical rules and focus on either tree cost or application load balance performance. Little attention is pay to the lower level performance. The paper analyzes the constraints on multicast routing, then formalizes three functions to evaluate an application layer multicast tree on three indexes, cost, application layer load balance and network layer load balance, then generates one fitness function to describe the tree's overall performance. Then the paper proposes the ALMR-GA algorithm, a novel application layer multicast routing approach based on genetic algorithms. Numerical simulations show that, compared with existing routing algorithms, the proposed algorithm reduces the tree's cost while satisfying the load balance constraints
{"title":"An application layer multicast routing algorithm based on genetic algorithms","authors":"Cheng Peng, Dai Qionghai, Wu Qiu-feng","doi":"10.1109/CONTEL.2005.185918","DOIUrl":"https://doi.org/10.1109/CONTEL.2005.185918","url":null,"abstract":"The application layer multicast routing problem is a multi-objective optimization problem. Most existing protocols are based on simple geographical rules and focus on either tree cost or application load balance performance. Little attention is pay to the lower level performance. The paper analyzes the constraints on multicast routing, then formalizes three functions to evaluate an application layer multicast tree on three indexes, cost, application layer load balance and network layer load balance, then generates one fitness function to describe the tree's overall performance. Then the paper proposes the ALMR-GA algorithm, a novel application layer multicast routing approach based on genetic algorithms. Numerical simulations show that, compared with existing routing algorithms, the proposed algorithm reduces the tree's cost while satisfying the load balance constraints","PeriodicalId":265923,"journal":{"name":"Proceedings of the 8th International Conference on Telecommunications, 2005. ConTEL 2005.","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132209235","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2005-06-15DOI: 10.1109/CONTEL.2005.185818
Li-Der Chou, Jui-Ming Chen
An IPv6 multihoming architecture based on the multicast concept is proposed in the paper to provide seamless media streaming services for mobile multihomed hosts, where a multihomed host is connecting to more than one mobile heterogeneous access network. The routing protocols in previous multihoming solutions have to be modified so as to meet the fault tolerant requirement, and are difficult to implement and deploy. In the proposed architecture, existing routing protocols can be adopted without any modifications. Two types of agents are designed in the proposed architecture. The multihoming agent in the mobile multihomed host assigns a multicast address to the media streaming service, and joins the multicast group through the connecting network interfaces simultaneously. The multicast agent forwards the media streaming packets received from the media server to the multihomed host through the access networks that the multihomed host is connecting with. In the paper, the proposed IPv6 multihoming architecture is implemented to verify its feasibility. Experimental results show that the proposed IPv6 multihoming architecture is capable of providing seamless media streaming service without packet loss, even during vertical handoffs.
{"title":"IPv6 multihomingarchitecture based on multicast for media streaming inmobile heterogeneous networks","authors":"Li-Der Chou, Jui-Ming Chen","doi":"10.1109/CONTEL.2005.185818","DOIUrl":"https://doi.org/10.1109/CONTEL.2005.185818","url":null,"abstract":"An IPv6 multihoming architecture based on the multicast concept is proposed in the paper to provide seamless media streaming services for mobile multihomed hosts, where a multihomed host is connecting to more than one mobile heterogeneous access network. The routing protocols in previous multihoming solutions have to be modified so as to meet the fault tolerant requirement, and are difficult to implement and deploy. In the proposed architecture, existing routing protocols can be adopted without any modifications. Two types of agents are designed in the proposed architecture. The multihoming agent in the mobile multihomed host assigns a multicast address to the media streaming service, and joins the multicast group through the connecting network interfaces simultaneously. The multicast agent forwards the media streaming packets received from the media server to the multihomed host through the access networks that the multihomed host is connecting with. In the paper, the proposed IPv6 multihoming architecture is implemented to verify its feasibility. Experimental results show that the proposed IPv6 multihoming architecture is capable of providing seamless media streaming service without packet loss, even during vertical handoffs.","PeriodicalId":265923,"journal":{"name":"Proceedings of the 8th International Conference on Telecommunications, 2005. ConTEL 2005.","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130279005","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2005-06-15DOI: 10.1109/CONTEL.2005.185910
A. Mohamed, H. Alnuweiri
We investigate the problem of optimal QoS- based classification of traffic streams in the context of multi- class link model with predetermined service levels. Specifically, we consider a link model with fixed service levels which may be represented by a finite number of MPLS Label Switched Paths (LSPs). Our target is to classify a set of traffic streams with arbitrary local QoS, in addition to the bandwidth requirements, to these service levels while achieving the minimum quantization overhead. The quantization overhead is defined as a function of the differences between the required and offered service levels. We formulate the classification as a constrained integer linear optimization problem. We then present two efficient algorithms to obtain the optimal classification for a set of traffic streams for link models with predetermined service levels to minimize the quantization overhead. Our results indicate that by properly selecting the service class weights, the quantization overhead can become as low as 2% using as few as 5 service levels for clustered QoS distribution. On the other hands, if the class weights are not selected appropriately the quantization overhead is around 32% for uniform QoS distribution.
{"title":"Optimal QoS-based classification for link models with predetermined service levels","authors":"A. Mohamed, H. Alnuweiri","doi":"10.1109/CONTEL.2005.185910","DOIUrl":"https://doi.org/10.1109/CONTEL.2005.185910","url":null,"abstract":"We investigate the problem of optimal QoS- based classification of traffic streams in the context of multi- class link model with predetermined service levels. Specifically, we consider a link model with fixed service levels which may be represented by a finite number of MPLS Label Switched Paths (LSPs). Our target is to classify a set of traffic streams with arbitrary local QoS, in addition to the bandwidth requirements, to these service levels while achieving the minimum quantization overhead. The quantization overhead is defined as a function of the differences between the required and offered service levels. We formulate the classification as a constrained integer linear optimization problem. We then present two efficient algorithms to obtain the optimal classification for a set of traffic streams for link models with predetermined service levels to minimize the quantization overhead. Our results indicate that by properly selecting the service class weights, the quantization overhead can become as low as 2% using as few as 5 service levels for clustered QoS distribution. On the other hands, if the class weights are not selected appropriately the quantization overhead is around 32% for uniform QoS distribution.","PeriodicalId":265923,"journal":{"name":"Proceedings of the 8th International Conference on Telecommunications, 2005. ConTEL 2005.","volume":"497 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116595167","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2005-06-15DOI: 10.1109/CONTEL.2005.185827
T. Ivankovic
This paper describes two basic approaches to implementation of MBMS support in UMTS network. The main idea of both approaches is to overcome the gap between the current service support in UMTS network on one side and the current support for multicasting in IP networks on the other. One approach modifies already implemented procedures in UMTS network and defines new ones to support IP multicasting within the UMTS. Second approach uses existing functionality provided by UMTS network to bring current IP multicasting support from IP networks, as close as possible to the end-users. Focus of this paper is to examine and compare two important issues of MBMS support in both approaches, which are usage of network resources and service continuity and mobility. Packet services, currently provided by UMTS network, are based on point-to-point communication and designed for individual users. The packet switched part of the UMTS network, presented in this paper, enables its end- users to access external packet data networks, especially the Internet. With every new release, UMTS network enhances the quality and the service spectrum, but so far everything is based on the single-user services. At the same time, packet data networks, based on IP
{"title":"Support of multimedia broadcast/multicast service in UMTS networks","authors":"T. Ivankovic","doi":"10.1109/CONTEL.2005.185827","DOIUrl":"https://doi.org/10.1109/CONTEL.2005.185827","url":null,"abstract":"This paper describes two basic approaches to implementation of MBMS support in UMTS network. The main idea of both approaches is to overcome the gap between the current service support in UMTS network on one side and the current support for multicasting in IP networks on the other. One approach modifies already implemented procedures in UMTS network and defines new ones to support IP multicasting within the UMTS. Second approach uses existing functionality provided by UMTS network to bring current IP multicasting support from IP networks, as close as possible to the end-users. Focus of this paper is to examine and compare two important issues of MBMS support in both approaches, which are usage of network resources and service continuity and mobility. Packet services, currently provided by UMTS network, are based on point-to-point communication and designed for individual users. The packet switched part of the UMTS network, presented in this paper, enables its end- users to access external packet data networks, especially the Internet. With every new release, UMTS network enhances the quality and the service spectrum, but so far everything is based on the single-user services. At the same time, packet data networks, based on IP","PeriodicalId":265923,"journal":{"name":"Proceedings of the 8th International Conference on Telecommunications, 2005. ConTEL 2005.","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130637421","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}