TCP Vegas: new techniques for congestion detection and avoidance
SIGCOMM '94 Proceedings of the conference on Communications architectures, protocols and applications
Adaptive MPEG-4 Video Streaming with Bandwidth Estimation
QoS-IP 2003 Proceedings of the Second International Workshop on Quality of Service in Multiservice IP Networks
Adaptive video streaming: pre-encoded MPEG-4 with bandwidth scaling
Computer Networks: The International Journal of Computer and Telecommunications Networking - QoS in multiservice IP networks
Traffic Modelling for Fast Action Network Games
Multimedia Tools and Applications
Throughput Measurement for UDP Traffic in an IEEE 802.11g WLAN
SNPD-SAWN '05 Proceedings of the Sixth International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing and First ACIS International Workshop on Self-Assembling Wireless Networks
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks
Proceedings of the second international conference on Distributed event-based systems
From a single- to multi-server online game: a Quake 3 case study using RTF
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
TCP libra: exploring RTT-fairness for TCP
NETWORKING'07 Proceedings of the 6th international IFIP-TC6 conference on Ad Hoc and sensor networks, wireless networks, next generation internet
What's in that magic box? The home entertainment center's special protocol potion, revealed
IEEE Transactions on Consumer Electronics
Always-best-served music distribution for nomadic users over heterogeneous networks
IEEE Communications Magazine
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Nowadays, wireless connectivity is increasingly available in homes to support heterogeneous multimedia applications. However, with current off-the-shelf systems, real-time applications (e.g., video streaming, online games) suffer from delays caused by the interference with elastic (e.g., TCP-based downloading sessions) ones. Furthermore, simultaneous elastic application flows are not able to fairly share the same bottleneck, severely damaging those featured with long round-trip times (RTTs). In this article, we discuss how a solution based on a smart access point can actually solve these problems, ensuring low per-packet delays to real-time applications and both high and RTT-fair throughput to elastic ones. We discuss the experimental outcome of our solution showing the benefits achieved with respect to using the legacy protocols and even to adopting a TCP Vegas-based solution, known for providing the same goals we are aiming at.