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A transport layer approach for improving interactive user experience on thin clients

机译:一种改进瘦客户机互动用户体验的传输层方法

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Return network traffic (from servers to clients) in thin-client systems is modeled as a mixture of interactive data flows corresponding to keystrokes and bulk data flows related to screen updates. Users are very sensitive to delay and jitter of the former flows. Thus our goal is to minimize the latency of interactive data transfer without increasing latency of bulk data transfer. Through simulation experiments, we determine that the main factors causing end-to-end delay in the interactive data transfer are queuing delay in the router and buffering delay in the server. When we apply two techniques: priority queuing of interactive data flows at the router and using TCP SACK option, the average end-to-end delay can be reduced. However, several servers could take more than a second to send large bulk data flows; this delays the transmission of following interactive data flows. We then develop TCP optimization mechanisms: modifying recalculation of the retransmission timeout value and temporarily turning off the TCP SACK control, and demonstrate that they can overcome the negative effects of the existing techniques.
机译:在薄客户端系统中将网络流量(从服务器到客户端)被建模为与与屏幕更新相关的击键和批量数据流相对应的交互式数据流的混合。用户对前者的延迟和抖动非常敏感。因此,我们的目标是最小化交互数据传输的延迟而不增加批量数据传输的延迟。通过仿真实验,我们确定导致交互式数据传输端到端延迟的主要因素是路由器中的排队延迟和服务器的缓冲延迟。当我们应用两种技术时:在路由器处的交互数据流的优先级排队并使用TCP SACK选项,可以减少平均端到端延迟。但是,多个服务器可能需要超过一秒钟才能发送大型散装数据流;这延迟了以下交互数据流的传输。然后,我们开发TCP优化机制:修改重传超时值的重新计算,并暂时关闭TCP解锁控制,并证明它们可以克服现有技术的负面影响。

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