1 Triple Play System over IP :Simulator Design and ImplementationName : Sarah A. Abdullah Supervisor : Dr. Nasser N. Kames
2 Outlines: Introduction Challenge and opportunityTriple Play Service Delivery Architecture. Modelling and Design Simulation Scenarios Result Conclusion
3 Introduction 1-Complete Voice Services local/long distance packet telephony features instant massager 2-Basic & Advanced Data Services Broadband Data Customized Bandwidth Data/Video Convergence Home Networking 3-Basic & Advanced Video Services Broadcast & Premium Channels Pay Per View/Video On Demand High Definition TV Web TV
4 1 Challenge and opportunity
5 The Challenge Is To Navigate This Trend While Optimizing Total Cost Of Ownership1 Innovation Drives Differentiation Personalized and Blended Services Conversational Services over TV My Own TV, Amigo TV Voice/Video Conferencing Increasing Differentiation & Integration Blended Services Hybrid Phone Classic Triple Play VoIP Reachability-based Communication IPTV Internet Enhanced Services Mobile Office Voice CMM and WPABX POTS Commercial Bundles Increasing Innovation
6 Four Key Trends leading to Challenges for Service Providers1 Control over services and access to them on demand Support for three screens, doesn't care about access network Differentiated, compelling and intuitive user interface A competitive price 1. User centric Acquire premium content Access to and search in the long tail of content (including UGC) Offer broadcast and on-demand content Content and device matching 2. Content is king Design end-to-end network Guarantee quality of experience Operation: install, maintain Cost effective: e.g., xDSL / FTTx or WiMax 3. Supporting network Interactivity and micro-payments User-generated content and revenue sharing User profiling and targeted advertising Managed services 4. New business models
7 1 Opportunity It Starts With BETTER TV Instant Channel ChangeTime-shifted Television Personalized Content Delivery Integration Of Information & Communication Applications
8 Opportunity 1 Benefits For The End User And The Service Provider: The Win-Win Deal Rich Multimedia Subscriber Control Seamless Experience Common Service Delivery Platform Supports Rich Media Services: Video on demand, Personal TV, Online gaming, Sharing of music, photos and home videos Offers Highly Differentiated User Experience: Provides a personalized and interactive service mix that integrates seamlessly with end user’s communications, information and entertainment needs Enriches lives of end users Delivers Next Generation User-centric Services: IPTV, residential VoIP and other converged multimedia applications Provides a better triple play experience Personalization Interactivity Accessibility
9 1 Opportunity COST EffectiveToday prices range from $ 3.99 to $ (with or without flat rates) for telephony service, or $ 9.99 to $ for broadband Internet. Alternatively, combined service plans can be priced at discount bundles
10 2 Thesis Points of View: Triple Play Service Delivery Architecture
11 Transformation To Unified Triple Play Service Delivery2 Triple Play Service Delivery Requirements Services Separated, Packet Forwarding Voice 1 Optimal Cost Structure 2 Triple Play Legacy HSI Service Reach, Bandwidth 3 “Always-on” Guaranteed QoS 4 IPTV & Video
12 Transformation To Unified Triple Play Service Delivery2 The utilization of distinct transport architectures per service necessitates the usage of different encapsulations and packet forwarding. Therefore isolation can be translated as separate packet forwarding and routing per service type. That can be enable through the use of distinct IEEE (VLAN) for the different services. 1 Services Separated and Packet Forwarding Solution
13 Transformation To Unified Triple Play Service Delivery2 Optimal Cost Structure Solution 2 Voice Video Data Service Provider Everything over IP IP Broadband Infrastructure Coax Copper Spectrum IP over everything xDSL 3G Cable modem ipTV
14 Transformation To Unified Triple Play Service Delivery2 This can, however, be solved by widening the bandwidth of access networks Service Reach, Bandwidth Solution 3
15 Transformation To Unified Triple Play Service Delivery2 Bandwidth is optimized by performing multicast packet replication throughout the network Service Reach, Bandwidth Solution 3
16 Transformation To Unified Triple Play Service Delivery2 IPTV and VoD services need high bandwidth. Depending on the compression and coding technology. More compression means less bandwidth requirement, but also less details for the image. Here is the Trade-off Service Reach, Bandwidth Solution 3
17 Transformation To Unified Triple Play Service Delivery2 Nowadays there are several mechanisms available. The most common QoS techniques include the following . IEEE 802.1p/Q standards, MPLS (Multi-Protocol Label Switching). DiffServ (Differentiated Services), RSVP (Resource Reservation Protocol). The Differentiated Service (DiffServ) architecture is preferred over “Hard Quality of Service” (QoS) architecture. Moreover it applies perfectly to triple play, as it satisfies differing QoS requirements. DiffServ functionality that is to classify packets by means of a DiffServ code point (DSCP) and implement corresponding per-hop behavior. 4 “Always-on” Guaranteed QoS Solution
18 Transformation To Unified Triple Play Service Delivery2 Diffserv Network Router Queue 4 “Always-on” Guaranteed QoS Solution Buffer management Packet Scheduling Conditioning LLC high priority EF voice video AF1 w2 Classification AF2 w3 AF BE EF AF3 w4 AF4 w5 BE Internet w6 Low priority
19 Building A Triple Play Service Delivery Architecture2 Highly Available, Integrated Subscriber And Services Control Non-stop Routing Mechanisms Ensure Millisecond Recovery Times For Switchover From Primary To Secondary Route Processor For Non-stop Service Delivery The used of VLAN increased the complex of configuration & troubleshooting ;therefore, it is best to used a single VLAN for all service and terminate the session on a single BARS Multi-technology, multi-service access support (CO IP DSLAM, MSAN, FTTN, FTTU, WiMAX) provides complete flexibility in extending service reach Controlling per-user QoS scales by moving queuing, scheduling and accounting closer to the subscriber Non-Stop Access
20 3 Modelling and Design Simulation Scenarios
21 Simulation Model Design3 Simulation Model Design Simulation Triple Play Services over ADSL Technology Simulation Triple Play Services over WiMax Technology Simulated Triple Play over Hybrid Wireless Technology Simulated Triple Play over NGA Network Technology Strategy Examining and delivering Triple Play services using ADSL technology. This examines the capacity, in addition, to the availability of ADSL links specifically for video over twisted pair, which is a booming technology called IPTV. To compare between two compress methods, video service is streamed to the subscriber using the MPEG-2 (and soon MPEG-4) format. Examining and delivering Triple Play services using WiMax technology. The best needed bandwidth for a carrier frequency of 3.5GHz is tested. The pathloss for urban, suburban and rural is calculated, as well the multipath with pathloss for ITU channel model of pedestrian in different environments. Examining and delivering Triple Play services using a hybrid wireless network by combining together the WiMax and WiFi access. The performance of having a multi WiFi users (2 to 8 then 12) connecting to a single AP is analyzed. Both, mobile WiMax and WiFi with maximum distance are compared. Delivering Triple Play services using NGA networks solution, by integrating between both wireless technologies (WiMax IEEE , WiFi IEEE g) and fixed line technologies (ADSL). Therefore, to assess the ability of those access network technologies to meet the future requirements of delivering "Triple Play" services with voice, data and video provided by a single connection. 1 2 3 4
22 Simulation Triple Play Services over ADSL Technology3 1
23 Simulation Triple Play Services over ADSL Technology3 1 Parameter Setup ADSL (ITU G PHY Layer Parameters) Downstream Parameters 12Mpbs Data Rate 4 kHz Overall symbol rate symbol256 Number of carriers per DMT kHz Subcarrier spacing 32 samples Cyclic prefix length FDM or echo cancelled Operational modes 64 to 1100 kHz FDM mode frequency range 13 to 1100 kHz Echo cancelled mode frequency range 0 to 15 (no bits assigned to 64k QAM) Number of bits assigned per subcarrier Pilot tone at subcarrier 64, f = 276 kHz Synchronization ADSL (ITU G PHY Layer Parameters) Upstream Parameters 1.3Mpbs Data Rate Symbol 32 Number of carriers per DMT 4 samples Cyclic prefix length FDM or echo cancelled Operational modes 11 to 43 kHz FDM mode frequency range 11 to 275 kHz Echo cancelled mode frequency range Pilot tone at subcarrier 16, f = 69 kHz Synchronization
24 Simulation Triple Play Services over WiMax Technology3 2
25 Simulation Triple Play Services over WiMax Technology3 2 Parameter Setup WiMax SS (Subscriber Station) BS (Base Station) Parameters 0.5W 20W Tx Power 14dBi 15dBi Antenna Gain 3.5GHz Carrier Frequency 5 MHz, 10MHz, 20 MHz Channel Bandwidth 512, 1024, 2048 Number of subcarriers in DL, UL Gold-DL, Silver-DL, Bronze-DL, Platinum-DL Classifier Definition DL 64-QAM ¾, 16-QAM ½ ,QPSK ½ Modulation and Coding Gold-UL, Silver-UL, Bronze-UL, Platinum-UL UL Free_Space, Erceg_A, Erceg_B, Erceg_C, Pedstrain Path Loss ITU Pedestrian_A Multipath Voice , Video , FTP, HTTP Application UGS, rtps, nrtps, BE Scheduling type
26 Simulation Triple Play Services over Hybrid Wireless Technology3 3
27 Simulation Triple Play Services over Hybrid Wireless Technology3 3 Parameter Setup WiFi g SS (Subscriber Station) AP (Access Point) Parameters 0.1W Tx Power 54Mbps Data Rate -95dBm Receiver Power Threshold bits Buffer Size 7 Short Retry Limit 9 4 Long Retry Limit Fragment Large Packet Processing Enabled Access Point Functionality WiMax SS (Subscriber Station) BS (Base Station) Parameters 0.5W 20W Tx Power 14dBi 15dBi Antenna Gain 3.5GHz Carrier Frequency 20 MHz Channel Bandwidth 2048 Number of subcarriers in DL, UL Free_Space Path Loss Voice , Video , FTP, HTTP Application UGS, rtPS, nrtPS, BE Scheduling type
28 Simulation Triple Play Services over NGA Technology3 4
29 Simulation Triple Play Services over NGA Technology3 4 Parameter Setup ADSL (ITU G PHY Layer Parameters) Downstream Parameters 12Mpbs Data Rate 4 kHz Overall symbol rate symbol256 Number of carriers per DMT kHz Subcarrier spacing 32 samples Cyclic prefix length FDM or echo cancelled Operational modes 64 to 1100 kHz FDM mode frequency range 13 to 1100 kHz Echo cancelled mode frequency range 0 to 15 (no bits assigned to 64k QAM) Number of bits assigned per subcarrier Pilot tone at subcarrier 64, f = 276 kHz Synchronization WiMax SS (Subscriber Station) BS (Base Station) Parameters 0.5W 20W Tx Power 14dBi 15dBi Antenna Gain 3.5GHz Carrier Frequency 20 MHz Channel Bandwidth 2048 Number of subcarriers in DL, UL Free_Space Path Loss Voice , Video , FTP, HTTP Application UGS, rtPS, nrtPS, BE Scheduling type WiFi g SS (Subscriber Station) AP (Access Point) Parameters 0.1W Tx Power 54Mbps Data Rate -95dBm Receiver Power Threshold bits Buffer Size 7 Short Retry Limit 9 4 Long Retry Limit Fragment Large Packet Processing Enabled Access Point Functionality Upstream Parameters 1.3Mpbs Data Rate Symbol 32 Number of carriers per DMT 4 samples Cyclic prefix length FDM or echo cancelled Operational modes 11 to 43 kHz FDM mode frequency range 11 to 275 kHz Echo cancelled mode frequency range Pilot tone at subcarrier 16, f = 69 kHz Synchronization
30 4 Result
31 Triple Play over ADSL Technology Simulation Scenarios Result4 1
32 Triple Play over ADSL Technology Simulation Scenarios Result4 1 Time (sec) Time (sec)
33 Triple Play over WiMAx Technology Simulation Scenarios Result4 2 5MHz 5MHz Packet Delay Variation Packet Delay Variation 10MHz 10MHz 20MHz 20MHz Time (sec) Time (sec) 5MHz 5MHz 10MHz Page Response Time (sec) Download Response Time (sec) 20MHz 10MHz 20MHz Time (sec) Time (sec)
34 Triple Play over WiMAx Technology Simulation Scenarios Result4 2 Packet Delay Variation Packet Delay Variation Time (sec) Time (sec) Download Response Time (sec) Page Response Time (sec) Time (sec) Time (sec)
35 Triple Play over Hybrid Wireless Technology Simulation Scenarios Result4 3 12 users 12 users Packet End to End Delay Data Dropped (Buffer Overflow) 8 users 8 users 4 users 4 users 2 users 2 users Time (sec) Time (sec) 12 users 12 users Packet Delay Variation a 8 users Traffic Dropped (packet/sec) 8 users 4 users 2 users 4 users 2 users Time (sec) Time (sec)
36 Triple Play over NGA Technology Simulation Scenarios Result4 4
37 Triple Play over NGA Technology Simulation Scenarios Result4 4 Time (sec) Hybrid wireless Client WiMax Client WiMax Client Page Response Time (sec) Down load Response Time (sec) Hybrid wireless Client ADSL Client ADSL Client Time (sec) Time (sec)
38 5 Conclusion
39 In this project, it is found from the initial system test that the efficient transmitting is achieved by using multicast technology with use the more active compression formatting MPEG-4. Also, the link congestion must be avoided at all costs, and links should operate at 75% of their total capacity (25% availability), in order to avoid Triple Play services degradation, then they should program ADSL network upgrade, in order to decrease their network bandwidth availability and maintain QoS. In order to maintain a standard quality for delivering Triple Play services to customer and keeping his satisfaction with the current recommendations follow ITU-T G.114 and the Y.1541 QoS for PLR, end-to end delay and jitter, the channel bandwidth for system performance over WiMax at 3.5GHz frequency bands should be chosen between 10 and 20MHz. The work shows the variation in the WiMax network performance with varying pathloss models deployed over suburban areas of terrain types varying from hilly terrain with moderate to heavy tree density and then to flat terrain with light tree density for Triple Play services. 5
40 Today, Wi-Fi network offers mobility, while WiMax offers a long-distance backhaul and last-mile solution. The best solution is combination of the two. From our simulation results, it is observed that the scenarios in which the Triple Play services are deployed will affect the performance of the applications when the number of users increase and the overall WiFi link performance degrades. Finally, the work has been done over NGA networks to open a new area of future research. Whereas it is expected wired broadband access networks to continue to evolve toward common general-purpose platform architecture. Therefore, it is expected wireless networks to remain heterogeneous. The inherent scarcity of radio frequency spectrum emerges as the key reason for this prediction. 5
41 THANK YOU Source: Alcatel-Lucent cumulative statistics, YTD 4Q06