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Combination of Token Bucket and AMP Schemes to Solve Buffer Underflow and Overflow of Video Streaming in Wireless Communication

무선통신 환경에서 비디오 스트리밍의 버퍼 언더플로우와 오버플로우를 해결하기 위한 토큰버킷과 AMP 기법의 결합

  • Lee, Hyun-no (Dept. of Electrical and Electronic Engineering, College of Information Technology, Kangwon National University) ;
  • Kim, Dong-hoi (Dept. of Electrical and Electronic Engineering, College of Information Technology, Kangwon National University)
  • Received : 2014.10.19
  • Accepted : 2015.07.09
  • Published : 2015.07.31

Abstract

In wireless communication network, the amount of packet data for the video streaming in the playout buffer of the receiver is changed with time according to network condition. If the amount of packet data is less than a specific buffer amount, the buffer underflow problem is generated. On the contrary, if the amount of packet data is more than a given buffer amount, the buffer overflow problem is occurred. When the playout of the video streaming is processed, these buffer underflow and overflow problems cause stop and skip phenomenons and then provide the discontinuity of playout. Therefore, to solve the buffer underflow and overflow problems of the video streaming in wireless communication network, This paper analyzes the combined effect of Token Bucket scheme, which controls the bursty traffic, and AMP(Adaptive Media Playout) scheme, which adaptively changes the playout speed of receiver. Through simulation, we found that the combination of Token Bucket and AMP schemes provides the superiority in terms of the occurrence number of buffer underflow and overflow, the stop duration time and the number of removed frames generated by underflow and overflow, and PSNR.

무선통신 네트워크에서 비디오 스트리밍 서비스를 제공 할 때 수신측 재생 버퍼에 있는 비디오 스트리밍 패킷 정보량은 네트워크의 상태에 따라 가변한다. 패킷 정보량이 특정 버퍼량보다 작아지면 버퍼 언더플로우(buffer underflow)문제가 발생하게 된다. 반대로 패킷 정보량이 특정 버퍼량보다 많아지면 버퍼 오버플로우(buffer overflow)문제가 발생한다. 목적지 수신 버퍼에서 비디오 스트리밍을 재생 할 때 이러한 버퍼 언더플로우와 오버플로우 문제는 영상의 멈춤이나 프레임 손실로 인한 스킵 현상을 유발하여 재생의 불연속성을 발생시킨다. 따라서 본 논문에서는 무선통신 환경에서 비디오 스트리밍의 버퍼 언더플로우와 오버플로우 문제를 해결하기 위하여 군집 트래픽을 제어하기 위한 토큰 버킷(Token Bucket)기법과 수신측 재생 속도를 가변적으로 변화시키는 AMP(Adaptive Media Playout)기법을 결합하여 그 효과를 비교 분석하였다. 모의실험을 통하여 2가지 방법의 결합이 언더플로우와 오버플로우 발생 회수, 언더플로우와 오버플로우로 인해 발생된 재생의 멈춤 지속시간 및 제거되는 프레임 수 및 PSNR(Peak Signal to Noise Ratio)측면에서 우수함을 확인 할 수 있었다.

Keywords

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