Jukka-Pekka Laulajainen

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1Department of Biophysical and Electronic Engineering, University of Genoa, Via Opera Pia 11a, 16145 Genoa, Italy 2Computer Vision & Graphics, Image Processing Department, Heinrich-Hertz-Institute Berlin, Fraunhofer-Institute for Telecommunications, 10587 Berlin, Germany 3R&D Department, Exent Technologies Ltd., 25 Bazel Street, P.O. Box 2645, Petach Tikva(More)
One of the most interesting applications of single–sided Quality of Experience (QoE) metrics is their use in improving the quality of the service, as perceived by the user. This can be done either at the application level – by for example changing the encoding in use, or the level of error correction applied – or at the network level, for instance by(More)
Identification of network traffic is crucial in network management and monitoring purposes. Nowadays port based and payload based classification methods have become inadequate as many applications use dynamically allocated port numbers, masquerade to be another application by using some standard port number or use encryption to avoid detection. Recent(More)
The quality of experience (QoE) is one of the main research lines in ITC industry, which seeks to manage quality as perceived by users. This document analyzes and describes requirements of a QoE driven management system architecture, which has been designed in the Celtic IPNQSIS project. The architecture is grouped into different levels: Data acquisition(More)
In this paper we have evaluated the main functionalities of NetEm, a popular Linux based network emulator, which we have used to stress test the performance of the Games@Large distributed gaming system. We have performed a number of tests on different NetEm functionalities in order to evaluate their practical performance conformity and validity versus the(More)
In this paper we present a new cross-platform approach for video game delivery in wired and wireless local networks. The developed 3D streaming and video streaming approaches enable users to access video games on set top boxes and handheld devices that natively are not capable to run PC games. During the development of the distributed gaming system we have(More)
Currently used wireless local area networks (WLAN) do not inherently support Quality of Service (QoS). Neither are there good solutions for mapping the application requirements to medium access control layer QoS mechanisms available. This paper addresses the QoS issues of converged home networks. We review the currently available QoS mechanisms for WLAN QoS(More)
Online gaming is one of the main Internet services holding potential for a significant growth. Currently, much attention is paid on studying how high-quality 3D games with varying resource demands can be played over the Internet streamed real-time from a remote game server. This enables end-users to play high-quality games without need for having very(More)
UPnP Forum specifies a framework for Quality of Service (QoS) in its UPnP QoS architecture. The framework enables automatic configuration of priority based QoS to network devices according to local policies. The downside of the framework is that it relies on a control point, which acts as an initiator for UPnP QoS operations. In practice, this means that(More)