3 SIMULATIONS AND
PERFORMANCE METRICS
3.1 Simulation I
Figure 2 shows the system model adopted in this
simulation. Firstly, we investigate the VoIP quality
using only Web traffic as background load. In a Web
application, usually several short-lived TCP
connections run simultaneously. This leads to bursty
traffic, since the slow start at the beginning of a TCP
connection results in steep packet rate increase. In
our simulation, we use two concurrent Web sessions
to intensify the traffic burstiness. Within each
session, documents from a server farm of 100 Web
servers are downloaded in a random fashion. These
servers are connected to the Internet part of the
network model with link delays ranging from 15 to
35 ms. The traffic model for the Web applications is
taken from (Mah, 1997). It specifies distributions for
the distance between Web requests (exponential), for
the number of objects per main page (Pareto), for the
distance between object requests in a page
(exponential), and for the object sizes (Pareto). In
order to assess the influence of the approach, we
measure mean response times for Web pages with a
total size of less than 30 Kbytes (the mean bit rate of
the Web applications is rather small).
Secondly, only a greedy FTP connection is
combined with the VoIP traffic. This allows us to
evaluate the possible download rate for a bulk data
transfer. Different network delays of 1, 10 and
100 ms for the FTP connection shall yield further
insight into the performance of the investigated
approach.
The VoIP connection is modelled as bidirectional
flow with isochronous payload of 20 bytes every
20 ms (corresponding to G.729A). Including all
overheads on the ADSL link (RTP, UDP, IP,
PPPoE, AAL, ATM), this leads to an effective
amount of 159 bytes per voice packet. In the uplink
queue of the ADSL router, scheduling with absolute
priority of VoIP packets is assumed.
For this simulation, only packet-level performance
metrics have been used to yield an estimate of the
eventual speech quality. Recent investigations, e.g.
(Markopoulou, Tobagi, Karam, 2003), (James,
Chen, Garrison, 2004), find that the mean packet
loss ratio should not exceed 1%, and that packet
losses in clusters or bursts can be compensated to
different degrees by PLC (packet loss concealment)
algorithms of the voice decoder. According to this,
we assess the QoS of VoIP using the average packet
loss ratio as well as the distribution of loss burst
lengths. Two losses are considered to be part of the
same burst if less than 10 packets are transmitted
successfully in between. As the robustness of PLC
algorithms may vary, we plot the frequency of loss
bursts longer then 2, 5 and 8 packets in the Figures 4
and 5 below.
In the applied network model, all buffer sizes are
set to very large values. Thus, packet losses for the
VoIP connection only are caused by excessive delay
in the DSLAM queue and subsequent packet
dropping in the de-jittering buffer of the VoIP
phone. In this paper, we only consider a very simple
algorithm for the de-jittering buffer. All packets
arriving “in time” will be buffered till a threshold
time before being played out. Conversely, any
packets that arrive late will be dropped by the buffer.
The numerical results below assume a delay budget
of 50 ms between arrival at the DSLAM buffer and
packet delivery to the decoder.
All simulations have been performed for 100
sub-runs each of 10 minutes model time, the
confidence level is 95%. The simulations are
realized in ns-2 (http://www.isi.edu/nsnam/ns/).
3.2 Simulation II
Figure 3 illustrates the experimental structure. The
source signal holding about 20 seconds speech will
be coded and packtized into VoIP packets in the
VoIP sender. After transversing through the network
introduced in Simualtion I, the speech signal will be
recovered from those packets with the help of the
data extractor and the decoder. Finally, the PMOS
(PESQ MOS) value will be computed in PESQ by
comparing the degraded speech file with the original
one.
The increasing interest on applications like VoD
(Video on Demand) and interactive Internet gaming
leads to rising bandwidth demand. Correspondingly
the ISPs also offer higher bandwidth to their
customers. This higher bandwidth might also solve
the QoS problem of some applications having
comparatively low bandwidth requirements like
VoIP. In this simulation, besides the normal rate as
set in simulation I, doubled bandwidths are set to
both of ADSL up and down links for investigation.
The network model introduced in simulation I is
adopted. Two Web sessions running simultaneously
are set to the background load. The coding rate of
G.729 is set to 8Kbit/s which leads to 20 Bytes
payload for every 20 ms. We turn off the VAD
(Voice Activity Detection) function in codec to
maximize the bandwidth requirement of VoIP
application. For estimating voice quality, the mean
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