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Network Requirements for Latency-Critical Services in a Full Cloud Deployment

Höst, Stefan LU ; Tärneberg, William LU ; Ödling, Per LU ; Kihl, Maria LU ; Savi, Marco and Tornatore, Massimo (2016) 24th International Conference on Software, Telecommunications and Computer Networks (SoftCOM 2016) In SoftCom 2016
Abstract
The end-point of the cloud trend is that all compu- tational and storage resources leave the homes and move to the cloud. We can be rather certain the future eventually looks like this as IT and telecommunications services are commoditised and the end users’ time, interest and skill to acquire and maintain electronics fade away. The network architecture suitable for such scenario will be analysed in terms of latency critical services to establish delay requirements and feasible localisations of the data centers. It is concluded that for cloud gaming as an example of a time-critical service, the maximum delay is limited to 20 ms. In the network architecture this corresponds to locating the data center in the Main CO, i.e. typically in the... (More)
The end-point of the cloud trend is that all compu- tational and storage resources leave the homes and move to the cloud. We can be rather certain the future eventually looks like this as IT and telecommunications services are commoditised and the end users’ time, interest and skill to acquire and maintain electronics fade away. The network architecture suitable for such scenario will be analysed in terms of latency critical services to establish delay requirements and feasible localisations of the data centers. It is concluded that for cloud gaming as an example of a time-critical service, the maximum delay is limited to 20 ms. In the network architecture this corresponds to locating the data center in the Main CO, i.e. typically in the aggregation part of a metropolitan network. (Less)
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author
organization
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
in press
subject
keywords
cloud gaming, fixed and mobile convergence, latency-critical services, fog computing
in
SoftCom 2016
conference name
24th International Conference on Software, Telecommunications and Computer Networks (SoftCOM 2016)
language
English
LU publication?
yes
id
66e7a6d5-856b-406c-9947-6c6232aee00e
date added to LUP
2016-08-24 09:55:04
date last changed
2016-08-24 14:55:43
@misc{66e7a6d5-856b-406c-9947-6c6232aee00e,
  abstract     = {The end-point of the cloud trend is that all compu- tational and storage resources leave the homes and move to the cloud. We can be rather certain the future eventually looks like this as IT and telecommunications services are commoditised and the end users’ time, interest and skill to acquire and maintain electronics fade away. The network architecture suitable for such scenario will be analysed in terms of latency critical services to establish delay requirements and feasible localisations of the data centers. It is concluded that for cloud gaming as an example of a time-critical service, the maximum delay is limited to 20 ms. In the network architecture this corresponds to locating the data center in the Main CO, i.e. typically in the aggregation part of a metropolitan network.},
  author       = {Höst, Stefan and Tärneberg, William and Ödling, Per and Kihl, Maria and Savi, Marco and Tornatore, Massimo},
  keyword      = { cloud gaming,fixed and mobile convergence,latency-critical services,fog computing},
  language     = {eng},
  series       = {SoftCom 2016},
  title        = {Network Requirements for Latency-Critical Services in a Full Cloud Deployment},
  year         = {2016},
}