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Delay Analysis of Network Coded Video Streams in VANETs

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Video is a significant medium in data communication through which enormous information could be conveyed in less time. Video Streaming helps us play the streamed data immediately without waiting for the entire file to get downloaded. When the quality of service of video streaming is considered, delay and jitter act as very important parameters, as video streams received late cannot be played and become useless hence wasting the network resources. In Vehicular Adhoc Networks, a special type of Mobile Adhoc Networks, the two possible usages of video streams are in infotainment applications and in the safety applications. In either case, these parameters play a major role. One of the vital techniques that are applied to reduce the delay encountered is Network coding. This paper simulates the transfer of the video streams from one vehicle to another in a group of vehicles in Vehicular Adhoc Networks. Network coding is applied on the video packets here. The routes are established with routing protocols OLSR, AODV and DSDV in the above mentioned scenarios. Node density is varied and these parameters of interest are monitored and analysed.
Content may be subject to copyright.
I.J. Information Engineering and Electronic Business, 2015, 4, 16-23
Published Online July 2015 in MECS (http://www.mecs-press.org/)
DOI: 10.5815/ijieeb.2015.04.03
Copyright © 2015 MECS I.J. Information Engineering and Electronic Business, 2015, 4, 16-23
Delay Analysis of Network Coded Video Streams
in VANETs
Nandhini Vineeth
Dept. of Computer Science and Engineering, BMS College of Engineering, Bangalore, 560019, India
Email: nandhiniv.cse@bmsce.ac.in
Dr. H. S. Guruprasad
Dept. of Computer Science and Engineering, BMS College of Engineering, Bangalore, 560019, India
Email: drhsguru@gmail.com
AbstractVideo is a significant medium in data
communication through which enormous information
could be conveyed in less time. Video Streaming helps us
play the streamed data immediately without waiting for
the entire file to get downloaded. When the quality of
service of video streaming is considered, delay and jitter
act as very important parameters, as video streams
received late cannot be played and become useless hence
wasting the network resources. In Vehicular Adhoc
Networks, a special type of Mobile Adhoc Networks, the
two possible usages of video streams are in infotainment
applications and in the safety applications. In either case,
these parameters play a major role. One of the vital
techniques that are applied to reduce the delay
encountered is Network coding. This paper simulates the
transfer of the video streams from one vehicle to another
in a group of vehicles in Vehicular Adhoc Networks.
Network coding is applied on the video packets here. The
routes are established with routing protocols OLSR,
AODV and DSDV in the above mentioned scenarios.
Node density is varied and these parameters of interest
are monitored and analyzed.
Index TermsVANETs, Video Streaming, End-to-End
delay, Network Coding, NS3.
I. INTRODUCTION
Vehicular Adhoc Networks (VANETs) are the type of
MANETs where vehicles act as nodes. The vehicles
exchange data when they need to communicate. There are
two major applications of VANETs-infotainment and
safety. The infotainment deals with the transfers like
download of documents of interest, news, surveys,
transfer of advertisement clips from nearby hotels, tourist
spots or restaurants when vehicles approach them and
entertainment like movie or music downloads etc. The
safety application deals with warning messages to the
driver like traffic jams, accidents, work in progress, low-
bridge problems etc. The vehicles can communicate
among themselves termed as Vehicle to Vehicle
communication (V2V) and also communicate with the
Road Side Units (RSU) termed as Vehicle to
Infrastructure (V2I). The information to be
communicated can be in the form of text, image, audio,
video etc. The drivers of the vehicles normally prefer
video among these as they give quick and correct
information. When infotainment application is considered,
videos stored in web servers are transmitted as streams to
the vehicles. With the safety applications, video is
captured in the spot of the event by the vehicles moving
nearby and the captured video streams travel from the
vehicles to the servers. These videos streams are then
broadcasted that helps the drivers travelling towards that
locality in making a better decision.
When multiple vehicles are seen in the topology, with
the sender and receiver not in the range of each other, a
routing protocol is required to establish a route between
the sender and the receiver. There are various routing
protocols designed especially for adhoc networks. The
selection of one among these that suits the environment is
also a big challenge.
There are various parameters like throughput, signal to
noise ratio, packet losses, delay, and jitter etc, which
influence the quality of such video transmissions. Though
all these have a significant role, delay and jitter play a
major role in video transmission as they deal with the
time the video reaches and is played back in the receiver.
Playback freezes are experienced when the streams arrive
late. There are many situations where the streams are
missed out from being played when they do not arrive in
time. The performance of the network is reduced as the
network resources are wasted. This can be known from
the metric jitter which deals with the additional time
taken by the packets.
One of the popular techniques used in reducing the
delay and making the packets reach the destination in
time is Network coding. In this technique, the packets are
combined and broadcasted to various nodes waiting for
the packets. This paper analyses the delay and jitter
parameters using NS3 in VANETs when video streams
are network coded and transmitted from one vehicle to
the other.
II. LITERATURE SURVEY
A. VANETs:
Delay Analysis of Network Coded Video Streams in VANETs 17
Copyright © 2015 MECS I.J. Information Engineering and Electronic Business, 2015, 4, 16-23
VANETs, which help in communication among
vehicles, are self-organized networks where two main
types of nodes are involved in communication - Road
Side Units (RSUs) and the vehicles. In addition to V2I
and V2V, hybrid communication is also encountered
when RSUs send data to vehicles that are not in its
communication range through the other vehicles resulting
in multihop communication.
IEEE 802.11 deals with basic Wi-Fi. This is extended
with the support of Intelligent Transportation System
(ITS) which covers Wireless Access in Vehicular
Environment (WAVE) and is given the standard 802.11p.
This standard is oriented towards the physical and
medium access control layers. [1]
The devices involved in communication are the
Application Units (AUs), On Board Units (OBUs) and
the Road Side Units (RSUs). The application units are
devices seen in the vehicles which carry the applications
like user interface etc, given by the provider and it
communicates to the other devices like RSU or vehicles
via its own OBU. The OBUs communicate with each
other and also they communicate with RSUs which could
be seen on the road sides. The RSUs are also connected
to the web servers so that the internet services can be
provided to vehicles. The Dedicated Short Range
Communication followed in US, have allocated around
75 MHz (7.850GHz to 7.925 GHz) of frequency band for
such vehicular communication. IEEE 1609 deals with the
functionalities of WAVE which includes network
protocols, security protocols etc.
Some of the vital features of VANETs could be listed
as predicted mobility, variable density, widely varying
network topology, abundant power etc. [2]
Fig.1. Communication between OBUs and RSUs [2]
B. Video Streaming:
When considering the applications of VANETs, video
plays a very important role. In infotainment applications,
videos generally get transmitted from the web server
towards the vehicles through RSU. Pinol et al. [3] discuss
on safety applications that videos get transmitted from the
vehicles seen in the vicinity of accidents, traffic jam etc,
towards the web server. The timely arrival of data in the
infotainment services avoid playback freezes i.e. data that
arrives late sometimes are not played and becomes
useless in spite of usage of heavy network resources. In
some environments, the playing of video is delayed
which reduces the performance of the network. Drivers
could make a better decision with the routes they take
when they receive the videos of accidents, traffic jam etc,
in the vicinity beforehand. This could avoid the situations
getting worsened. Hence transmission of better quality
videos within the expected time becomes a big challenge.
The videos of safety application get generated in
camera installed in the vehicles and travel towards web
servers via RSU. Meng et al. [4] have designed such a
triggering system where the vehicles near the spot are
triggered in the initial phase and the video recorded is
transmitted to server.
Evgeny Belyaev et.al [5] have presented the results of
their demonstration done with Wi-fi connected three
laptops in vehicles and have transferred video files
between them. The first laptop captures the video,
compresses and codes the video files and transfers them
to the second. The second passes the same with possible
packet drops to the third laptop which decodes and plays
the files. The video downloads from RSU have also been
analysed where 800 m has been observed as the distance
for direct reception from RSUs and clear signal reception
has been observed as 600m. The packet loss rate and the
visual quality are observed when the distance increases
from the RSU.
Abbas Bradai et.al. [6] discuss about their new
mechanism (ReViV) which is RebroadcastedVideo
Streaming - VANETs to enhance the performance of
video streaming in VANETs. The minimum number of
best rebroadcasted vehicles are selected. The objective
here is to reach more number of vehicles with less hops.
The parameters like Peak Signal to Noise Ratio, frame
loss and frame delay have been analyzed to give better
results than IEEE 1609.4 and Adaptive Information
Dissemination [7] protocol.
C. End to End Delay:
End to end delay is a very important parameter in both
the above mentioned streaming scenarios. The
performance of the network is enhanced with reduced
delay. Singh et al. [8] assess the end to end delay which is
normally influenced by many forms like transmission
delay, propagation delay, processing delay, queuing delay,
decoding delay etc. The number of links present between
the sender and the receiver also plays a vital role.
D. Network Coding:
Generally in networks, when data needs to be
transmitted from one node to another, the store and
forward technique is used where the intermediate node
stores the data and forwards the same to the other node
when the output link is free. There is another interesting
technique termed as network coding (NC) which instead
of simply forwarding the data, processes the data and
forwards it. The basic operation used in NC is XOR.
This can be understood from the figures 2a & 2b.
Considering two nodes say A and B which are not in the
transmission range of the each other, need to transmit
data to the other. As shown in the figure, four
transmissions will be required with normal techniques
through an intermediate node say C. This can be reduced
to three when C XORs the packets and broadcast the
XORed version. A does the XOR operation of the packet
X with (X XOR Y) and retrieves Y and B does Y XOR
(X XOR Y) to retrieve X.
18 Delay Analysis of Network Coded Video Streams in VANETs
Copyright © 2015 MECS I.J. Information Engineering and Electronic Business, 2015, 4, 16-23
Fig.2a. Transfer of packet via a relay node Fig.2b. Demonstration of the simplest form of Network coding [9]
Fig.3. Analysis of Network coding done by the node B [10]
Figure 3a. shows the packets that are present in the
buffers of the nodes A, B, C and D. The next hops of the
four packets are portrayed in Fig. 3b. The various
possible combinations of packets that could be done are
portrayed in Fig. 3c. As shown, when the packets P1, P3
and P4 are XORed and transmitted, the node A gets P1
by XORing the newly received packet (P1 XOR P3 XOR
P4) with (P3 XOR P4) seen in its own buffer. With such
appropriate combinations, node C gets packet P3 and
node D gets P4.
De Alwis et al. [11] consider the stream to be
transmitted as blocks. These are represented in a matrix
format. The encoding vector which is randomly chosen
from the Galois field is combined with such a block and
the encoded packet is formed. The decoder as and when it
receives a packet puts it in decoding matrix. If the newly
arrived packet is helpful in extracting useful information
i.e. a successful decoding with new and correct packets
from it, it is termed as an innovative packet. If it is not
innovative, the packet is reduced to zeros in the decoding
matrix and eliminated by Gaussian method. This forms
the basis for Random linear Network Coding (RLNC).
Mario et.al. [12] have worked on improving the
throughput on streaming videos when the contents are
distributed from the server towards one of the vehicle
elected as the cluster head that receives data from the
RSU. This broadcasts the received data on request. The
packet losses and the errors are being observed here when
the video is streamed. A two-level architecture has been
proposed here which helps in reducing congestion taking
enough care about the network coding done by the cluster
node. This work has been implemented with the
communication between two laptops inside two vehicles
which are initially stationary and then made to move
talking to each other through gossip messages and also
through the messages received via the access point near
them. The data transmission and reception status are
noted in their journey throughout. The packet losses and
error control are taken care during video streaming.
Congestion control is done using a two stage queue
taking the advantages of NC into consideration.
E. Routing Protocols:
When the network becomes large and the nodes
interested in communication are not in the range of each
other, routing plays a significant part. The router nodes
maintain routing tables with the help of which the route
through which the packets are to be sent are known. Each
node in adhoc network acts as a router and unlike wired
nodes every node maintains a routing table.
Kaur et.al [13] discuss about the types of routing tables.
The routing tables in adhoc networks can be categorized
into three: proactive, reactive and hybrid. Proactive
routing is the term used when the routing table is formed
with the details of the neighbours when a node joins a
network. These details are periodically updated by hello
messages where new members get added up and some of
the existing members are removed if they have left the
network. OLSR and DSDV are some of the examples.
Reactive routing is the term used when the routing table
is formed or updated only on demand when a route is
required for transmission of packets. AODV is an
example of reactive routing. Hybrid routing becomes a
combination of the above two. Zone routing protocol is
an example.
F. Open Link State Routing Protocol (OLSR):
Gaurav et al. [14] discuss about OLSR as proactive
routing protocol which is based on the link state routing
protocol. A set of nodes termed as Multi Point Relay
(MPR) nodes are elected here which are the nodes
responsible for the distribution of node information to
others. Each node has a path to its two hop neighbours
via an MPR. The messages seen here are hello messages
Delay Analysis of Network Coded Video Streams in VANETs 19
Copyright © 2015 MECS I.J. Information Engineering and Electronic Business, 2015, 4, 16-23
to know about link existence, topology control (TC)
messages which are given by the MPRs regarding the
MPR selectors. Only the links representing MPR
selection are advertised and not all interfaces of a node.
The traditional flooding problems are solved because of
the MPRs. Large bandwidth and power is required for the
implementation of this protocol.
Shahram Behzad et. al. [15] discuss about the variation
that can be done on OLSR protocol to show better results
when unnecessary loops are eliminated. The authors
reduce the unnecessary loops by dynamically controlling
the number of steps to destination. If the number of steps
allowed for this is less than 255 and if the packet has still
not reached the destination, it is given one more chance
by reducing the number of steps to zero. If the number of
steps set is more than 255, such packets are discarded as
they would occupy more bandwidth and reduce the
performance of the network. With such a setting the
unnecessary loops are eliminated and the performance is
improved in terms of throughput, PDR etc.
G. Destination Sequenced Distance Vector (DSDV):
Narra et al. [16] discuss about DSDV as a table-driven
proactive routing protocol that periodically updates its
routing table. This contains path to not only its
neighbours but to every node in the network. In spite of
being based on Bellmann Ford algorithm, the routing
loop problem of Bellmann Ford is avoided using a
sequence number here.
Komathi et al. [17] clarify about the usage of sequence
numbers. Generally these sequence numbers are even
numbers as they are always incremented by two when a
new route is to be informed to others. When any node
gets disconnected and that information is to reach others,
then it increments the sequence number by 1. When an
odd sequence number packet is encountered the other
nodes understands of some disconnection in the network
and updates their corresponding table.
H. Adhoc on Demand Routing Protocol (AODV):
Ikeda et al. [18] discuss about AODV as a reactive
protocol which looks for a route on demand. This suits
wireless networks as these networks have bandwidth
constraints and varying topology. Here a sequence
number given by the destination node represents the
freshness of the path information. The source and the
intermediate nodes maintain next hop information in their
tables. This information is updated only when the
received packet has sequence number higher than the one
stored in the nodes. When a source is not able to find a
path to a destination, a route request (RREQ) is
broadcasted by the source. The destination machine or the
intermediate node which has a correct updated route can
send a route reply (RREP) packet back to the source.
Subrananda Goswami et. al. [19] have made a
comparative study of the protocols AODV and DSDV
when applied on MANETs. The parameters like packet
delivery ratio, throughput, routing overhead have been
observed and analyzed by the authors.
Bharath Bhushan et. al. [20] have made a comparative
study between the on-Demand routing protocols- AODV,
Dynamic Source Routing (DSR), Dynamic Manet On-
demand (DYMO) Routing protocol. DSR as it is named
is a source routing protocol where the route is decided by
the source and is attached in the header of every packet it
transmits. Hence the packet size is more compared to
other protocols. The DYMO acts as a combination of the
other two. The performance shown by the authors clearly
shows that AODV outperforms the other two when the
average delay and the average jitter parameters are
considered.
Reza Fotohi et. al. [21] have made a variation in
AODV protocol where the Time To Live (TTL) value in
the header of the packets which refers to the number of
hops the request packet can travel is reduced. The
authors keep the number 255 as the upper limit for the
number of hops and set their TTL based on the previous
TTL and the hop counts actually encountered. The
authors show that with such a setup they are able to
achieve improved jitter, throughput etc.
I. Network Simulator 3:
The network simulator 3 [22-23] is an open source
software written in C++. This is not backward compatible
with NS2 but some models have been ported from NS2.
The reason for choosing NS3 is that it is maintained
actively by users. The new version releases are very
frequent with updations and contributed codes. As C++ is
the language used by models, there is no need to learn
new languages. Carneiro et al. [24] introduce Flow
Monitor as a framework that is used by NS3 to monitor
various metrics like throughput, delay etc. This has
become a very handy tool in the calculation of many
metrics like mean delay, mean jitter, packet loss ratio etc,
without which the programmers need more time for such
metrics measurements. This tool is very flexible and easy
to use. When the data to be transmitted becomes huge,
flow monitor takes care of the complexity.
Racine et al. [25] expresses Gnuplot as a very popular
and most used package for creation of graph. This is
advantageous as some of its features like highly
customizable, fast, easy, linux package, produces very
professional graphs, works with even very small file sizes
etc.
Klaue et al. [26] introduces the evalvid tool that can be
used to transmit video streams between nodes. The other
tool in NS3 which can be used to generate traffic is the
OnOffApplication. This works only for unicasting. The
evalvid tool has been chosen as it streams videos from the
codecs H.263, H.264, MP4 etc, and can be used to
multicast data. The server and the client uses dump files
into which the data is dumped and retrieved when
required. The payload size can be decided by the server
and the client acts accordingly. The streaming server and
client nodes are decided and the corresponding processes
installed accordingly. Lacage et al. [27] introduce YANS-
Yet Another Network Simulator module with its helper
classes helping in establishing the physical and mac
channels.
The concept of network coding discussed above is
20 Delay Analysis of Network Coded Video Streams in VANETs
Copyright © 2015 MECS I.J. Information Engineering and Electronic Business, 2015, 4, 16-23
implemented by kodo network coding library from
steinwurf. This has been a very useful package for the
implementation of network coding concepts. The kodo
package uses NS3 as a library and the modules of NS3
are included as files when using the same. The main three
functionalities involved are encoding, recoding and
decoding. The server machine does the encoding of the
data. Recoder nodes decode, make different combination
of packets according to the environment and again recode
them before transmission. The same procedure is
followed by all intermediate nodes which are selected as
recoders. The client machine does the decoding and when
sufficient packets are collected starts the playback of the
video [28]. Kodo is accepted recently as a contributed
module to NS3 [29]. The mobility models have different
procedures to direct the nodes movements. The selection
of these models needs to be appropriate according to the
chosen network environments.
III. PROPOSED APPROACH
A trace file gets generated from a sample MP4 video.
Packets are generated according to the contents of the
trace file, encoded and are made ready for the
transmission to the destination node. As the concept of
network coding is implemented here, these encoded
packets are transmitted towards the recoder. One of the
nodes in the topology is selected as a recoder. The
recoder does two functionalities - decoding and recoding.
Recoding is the process of combining different packets
according to the environment. This combination is
transmitted to the receiver where it is decoded. As
combination of packets gets transmitted, the number of
packets transmitted per flow normally becomes more than
one and hence the time taken for the overall transmission
of the file gets reduced.
As the usage of real-time test bed may be expensive
and incorporating changes could be more complex, the
above discussed scenario has been simulated using NS3
and the parameters delay and jitter have been analyzed.
The WAVE environment and its corresponding
parameters are set. The physical layer functionalities of
Wi-Fi and VANETs remain the same. The MAC layer
functionalities of the above two vary and hence
appropriate parameters are set. The physical layer
functionalities set are given in Table 1.
As the usage of real-time test bed may be expensive
and incorporating changes could be more complex, the
above discussed scenario has been simulated using NS3
and the parameters delay and jitter have been analyzed.
The WAVE environment and its corresponding
parameters are set. The physical layer functionalities of
Wi-Fi and VANETs remain the same. The MAC layer
functionalities of the above two vary and hence
appropriate parameters are set. The physical layer
functionalities set are given in Table 1.
Table 1. Parameters set for physical layer
Parameter
Value
Multiplexing
OFDM
Rate
6 Mbps
Packet Size
1000 bytes
Interval
1.0 sec
Generation size
3
The video streaming is implemented by using the
Evalvid module. The video packets from the server are
network coded using the kodo modules and the encoded
packets are recoded in the intermediate machines which
are decoded in the client. The rlnc (Random Linear
Network Coding) network coding module is used to
implement the concept of network coding. The on-the-fly
module of kodo is used as it suits video streaming. This
does not wait for all the packets to get downloaded for the
network coding to begin and hence used in streaming.
NS3 has implementations for the wireless routing
protocols like OLSR, AODV and DSDV. The routing
protocols create the routing tables either proactively or
reactively as per the protocols. These routes are used to
transmit the packets.
The delay sum is the sum of the delays of all the
packets for every flow during the transmission of the
video. Jitter sum is the sum of end to end jitters of all
packets for every flow. The graphs are drawn using gnu
plot for the routing protocols- OLSR, DSDV and AODV.
The node density is also varied and the behavior is noted.
Mean delay and mean jitters are also observed for the
above scenario.
IV. RESULTS AND DISCUSSIONS
According to RFC 3393 [30], Jitter (IP packet Delay
Variation) is considered as the delay variation of a packet
with the previous packet in the stream. All the delay and
jitter here are represented in nanoseconds. The
observations are done with the number of nodes varied as
10, 25 and 50. The three protocols DSDV, OLSR and
AODV are applied and the delay sum and the jitter sum
are observed when the node densities are varied as 10, 25
and 50.
Fig.4a. Delay sum observed with DSDV for different node densities
Flow
Delay
Delay Analysis of Network Coded Video Streams in VANETs 21
Copyright © 2015 MECS I.J. Information Engineering and Electronic Business, 2015, 4, 16-23
Fig.4b. Jitter sum observed with DSDV for different node densities
Fig.4a & 4b shows the delaysum and jittersum
experienced by the nodes when DSDV is the routing
protocol installed in the nodes. We can observe from the
graph that there is not much variation between the delays
experienced by the nodes. As the mobility model is
ConstantPosition mobility model, nodes do not
experience any movement. There are no new nodes
joining or existing nodes leaving and hence once the
route is set, it does not change or gets recalculated.
Fig.5a. Delaysum observed with OLSR for different node densities
Fig.5b. Jittersum observed with OLSR for different node densities
Fig.5a & 5b shows the Delaysum and Jitter sum
experienced by the nodes when OLSR is the routing
protocol installed in the nodes. As discussed, it is only the
Multi Point Relay interfaces get advertised and flooding
is avoided, hence the graph observed.
Fig.6a. Delaysum observed with AODV for different node densities
Fig.6b. Jitter sum observed with AODV for different node densities
Fig 6a & 6b shows the Delaysum and Jitter sum
mentioned when AODV is installed. As this is a reactive
routing protocol and the route is established only on
demand, the delay experienced is more here. The number
of flows observed is more here because of the RREQ and
RREP packets.
Fig.7a. Mean Delay observed with all three protocols for different node
densities
Flow
Flow
Flow
Jitter
Jitter
Jitter
Delay
Delay
22 Delay Analysis of Network Coded Video Streams in VANETs
Copyright © 2015 MECS I.J. Information Engineering and Electronic Business, 2015, 4, 16-23
Fig.7b. Mean Jitter observed with all three protocols for different node
densities
Fig.7a. and 7b. show the mean delay and mean jitter
observed when the number of nodes are varied as 10,25
and 50 and the three routing protocols DSDV, OLSR and
AODV are applied. We can observe here that the DSDV
protocol shows lesser mean delay and mean jitter
compared to other two as expected as proactive routing
takes place and the routes are ready beforehand. Though
AODV is a reactive protocol, it shows a better
performance compared to the proactive OLSR. AODV is
the protocol that could suit VANETs because of the
varying topology of VANETs and the frequency change
in the routes. This now becomes a big challenge in
reducing the delay and jitter with appropriate changes in
the parameters set.
V. CONCLUSION
As video transmission needs to be quick, especially in
safety applications of VANETs, the transmission should
be faster, the havoc should be lesser. Hence in this paper,
the network coding is applied and the delay is analyzed.
The ConstantPosition mobility model which works on
stationary nodes is set and the metrics of delay and jitter
are observed. The different behaviors with respect to the
routing protocols are also analyzed. With varying
mobility model and parameters like type of network
coding, number of recoders etc, the observed delay and
jitter can be reduced in future.
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Authors’ Profiles:
Nandhini Vineeth has received her
post-graduation in Computer Network
Engineering from B.M.S. College of
Engineering under Visveshwaraya
Technological University in 2006.
She is currently working as an
Assistant professor in B.M.S. College
of Engineering. She is pursuing her
Ph.D. in Visveshwaraya Technological University. Her research
interests include Vehicular Communication, Video Streaming
and Network Coding.
H S Guruprasad holds Ph.D. in
Computer Science. He is working as
Professor and Head in the Department of
Computer Science Engineering at BMS
College of Engineering, Bangalore, India.
He has over two decades experience in
teaching field. His research interests
include Networks and Communication,
Cloud Computing and Sensor Networks.
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