SCALABLE HIGH-CAPACITY HIGH-FAN-OUT OPTICAL NETWORKS FOR CONSTRAINED ENVIRONMENTS
1 online resource (131 pages) : PDF
University of North Carolina at Charlotte
The investigations carried out as part of the dissertation address the architecture and application of optical access networks pertaining to high-capacity and high fan-out applications such as in-flight entertainment (IFE) and video-gaming environment. High-capacity and high-fan-out optical networks have a multitude of applications such as expo-centers, train area networks (TAN), video gaming competitions and other applications that require large number of connected users. For the purpose of keeping the scope of the dissertation within limit however, we have concentrated this work on IFE systems. IFE systems present unique challenges at physical and application layers alike. In-flight entertainment (IFE) systems have been a part of passengers' experience for a while now. Currently available systems can be considered a bare-bone at best due to lack of adequate performance and support infrastructure. According to electronic arts (EA) - one of the largest developers of video games in the world, an increase in demand for electronically distributed video games will exceed boxed games in just a matter of few years. This also shows a shifting trend towards the electronic distribution of video game content as opposed to physical distribution.Against the same backdrop, the dissertation project involved defining a novel system architecture and capacity based on the requirements for development of novel physical layer architecture utilizing optical networks for high-speed and high-fan-out distribution of content. At the physical layer of the stacked communication model a novel high-fan-out optical network was proposed and simulated for high data-rates. Having defined the physical layer, protocol stack was identified through rigorous observations and data traffic analysis from a large set of traffic traces obtained from various sources in order to understand the distribution and behavior of video game related traffic compared with regular internet traffic. Data requirements were laid down based onanalysis keeping in mind that bandwidth requirements are increasing at a tremendous pace and that the network should be able to support future high-definition and 3D gaming as well. Based on the data analysis, analytical models and latency analysis models were also developed for bandwidth allocation in the high-fan-out network architectures. Analytical modeling gives an insight into the performance of the technique as a function of incoming traffic whereas latency analysis exposes the delay factors involved in running the technique over time. "State-full bandwidth allocation" (SBA) was proposed as part of the network layer design for upstream transmission. The novel technique involves keeping state information from previous states for future allocation.The results show that the proposed high-fan-out high-capacity physical layer architecture can be used to distribute video-gaming related content. Also, latency analysis and design and development of a novel SBA algorithm were carried out. Results were quiet promising, in that; a large number of users can be supported on the same single channel network. SBA criteria can be applied to multi-channel networks such as the physical architecture proposed / simulated and investigated in this project. In summary, the project involved design of a novel physical layer; network layer and protocol stack of the communication model and verification by simulations and mathematical modeling while adhering to application layer requirements.
COMMUNICATION SYSTEMSHIGH-FAN-OUT NETWORKSIN-FLIGHT ENTERTAINMNET (IFE)OPTICAL NETWORKSSTATE-FULL ALLOCATIONVIDEO GAME STREAM
Optical Science and Engineering
Akhtar Raja, Muhammad
Fiddy, MichaelXie, Jiang (Linda)Gbur, GregoryPayton, Jamie
Thesis (Ph.D.)--University of North Carolina at Charlotte, 2012.
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