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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Performance Evaluation of 3G internet access</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ayodeji Akeem, Ajani</string-name>
          <email>ajaniaa@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rowani Odum</string-name>
          <email>r.odum@edu.salford.c.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Muheeb Olanrewaju Ahmed</string-name>
          <email>muheebahmed@yahoo.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Data, Telecommunications and Networks, University of Salford</institution>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Electrical and, Computer Engineering, Kwara State University</institution>
          ,
          <country country="NG">Nigeria</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <fpage>7</fpage>
      <lpage>9</lpage>
      <abstract>
        <p>Internet technology is advancing with increasing internet applications demands. However, most developing countries have poor internet experience. Thus, the Quality of Service, QoS of an internet technology, Third Generation, 3G in a developing country, Nigeria was studied. Voice over internet protocol, VoIP and Video Streaming were the internet applications while CODECs and node density were the choice of the performance parameters. Thus, the performance of the 3G network (simulated in Qualnet 6.2) was evaluated based on QoS performance metrics (Average End-to-End Delay (s), Average Jitter (s), Throughput (bps) and Mean Opinion Score). The results showed 3G network can deliver reasonable QoS for VoIP depending on CODEC choice and that node density has adverse effect on QoS. The problem identified for Nigeria was total reliance on mobile broadband and high node density. Upgrading of 3G network, migration to 4G network and revival of fixed networks were recommended to improve QoS.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;3G</kwd>
        <kwd>Simulation</kwd>
        <kwd>Qualnet 6</kwd>
        <kwd>2</kwd>
        <kwd>QoS</kwd>
        <kwd>Internet access</kwd>
        <kwd>VoIP</kwd>
        <kwd>CODECs</kwd>
        <kwd>and Node Density</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        There seems to still be a gap between the QoS experienced in
developed country and the developing ones despite the global
improvement. For instance, a case of the United Kingdom (a
developed country) against Nigeria (a developing nation). The
average broadband speeds reported by OOKla [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] at the time of
the research were 29.9 Mbps and 5.9 Mbps for the UK and
Nigeria respectively. Another important statistic showed that UK
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] primarily depend on fixed broadband while Nigeria depends
mainly in mobile network for her internet access [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. This implies
that the internet experience between the two countries is widely
apart. This inspired the need to evaluate the performance of
mobile broadband in providing internet access. Despite the
deployment of 4G (with theoretical target peak data rates of
300Mbps and 75 Mbps on the downlink and uplink respectively)
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] most of the developing country such as Nigeria are still widely
using 3G network. The full migration from 3G broadband to 4G
broadband might take longer than expected in Nigeria as the
country broadband vision for 2018 is to achieve 3G network
coverage in 80% of the country [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. This research used 3G
network as its reference network.
      </p>
      <p>The aim of the research was to evaluate the performance of 3G
broadband internet access for households in terms of service
experienced by users and make recommendation on issues learnt
during the study for better performance and improved end users'
experience using Nigeria as the case study.</p>
      <p>
        The following objectives were set in order to achieve the aim;
Present an overview of 3G network for broadband internet access;
Review past papers related to 3G broadband internet access to
residential users; Design the 3G broadband network.; Implement
the design in simulation using Qualnet 6.2 simulator [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]; Evaluate
the quality of service performance of network using different
internet applications; Critically analyze the result of the
simulation; Suggest possible solutions to the problem discovered
in the case of Nigeria; and Present a clear conclusion based on
lessons learnt during the research and recommendations on areas
not covered.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. BACKGROUND</title>
      <p>This section presents the overview of 3G broadband internet
access, 3G architecture and its Quality of Service, QoS.</p>
    </sec>
    <sec id="sec-3">
      <title>2.1 3G broadband Internet Access</title>
      <p>
        Universal Mobile Telecom System, UMTS is a Third Generation,
3G telecommunication system which offers advanced data
services (broadband internet) in addition to the primary telephony
service. 3G internet access is classified as broadband [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] as it uses
Wide Code Division Multiple Access (WCDMA) which involves
wider bandwidth. The World Administrative Radio Congress,
WARC assigned a total of 230MHz frequency band around 2GHz
spectrum range to be used in 3G network [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
3G network has improved data rate compared to earlier mobile
network and can support new IP services like voice over internet
protocol, VoIP and video chat. In addition, UMTS has a Quality
of Service scheme employed in the network to support real time
application and manage the traffic effectively. There is also
improved resource management control in 3G network which
assigned to the user resource based on the service requirement.
UMTS is also more secure compared to previous generation as it
uses two-way authentication technique and data sent over its air
interface are also encrypted. UMTS feature and ability were
realized from a systematic architecture developed by the Third
Generation Partnership Project, 3GPP.
      </p>
    </sec>
    <sec id="sec-4">
      <title>2.2 UMTS Network Architecture</title>
      <p>
        According to Third Generation Partnership Project, 3GPP
specifications, [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] UMTS network consist of the Radio Access
Network, RAN and the Core Network, CN. The RAN is made up
of the Users' Equipment (UE), Node B and the Radio Network
Controller (RLC). The CN has both the packet switched and
circuit switched infrastructure. The circuit switched is basically
based on GSM network while the packet switched evolved from
2.5G infrastructure. The packet switched network has better
internet traffic implementation compared to circuit switched
network, because of the transport layer capability of handling
burst data traffic in the PS network. The PS core network consists
of the Serving GPRS Support Node, SSGN, Gateway GPRS
Support Node, GGSN and the Home Location Register, HLR.
      </p>
      <sec id="sec-4-1">
        <title>2.1: UMTS and GSM Network Architecture [10]</title>
        <p>The air interface between the UE and the Node B is called Uu
interface while the Iub interface connects Node B to RNC. Iur is
used for RNC to RNC connection while IuPS and IuCS are used
for connecting the UTRAN to the PS and CS core networks
respectively.</p>
        <p>The architecture was expected to make 3G deliver good CS and
PS service quality. This was based on the 3G Quality of Service,
QoS requirements.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>2.3 UMTS QoS Classes</title>
      <p>
        UMTS traffic has been classified based on quality of service
requirement by 3GPP into four (4) classes which are
conversational class, streaming class, interactive class and
background class [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Delay sensitivity is the main QoS metrics
used in the classification, with conversational class for traffic with
high delay sensitivity and the background class for traffic that has
least sensitivity to delay.
      </p>
      <p>
        Conversational and Streaming classes are mainly intended to be
used to carry real-time traffic flows. The main difference between
the two classes is the direction of the traffic, Conversational
traffic are bi-directional while streaming class are unidirectional.
Examples of Conversational class include VoIP and Video Chat
while audio and video streaming are common examples of
Streaming class. Interactive class and Background are mainly
representing traditional Internet applications like World Wide
Web (WWW), Email, Telnet, and FTP. The main difference
between Interactive and Background class is that Interactive class
is mostly bi-directional, while Background class is unidirectional.
3. LITERATURE REVIEW
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], compared the performance of UMTS release 99 and HSDPA
in terms of their capacity and throughput using internet traffic
mix. They observed HSDPA had better capacity and also had
better throughput. They also noticed that node density had a
negative relationship to the throughput.
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], did performance analysis of Wireless Local Area Network,
WLAN standards (IEEE 802.11 a-g) in delivering Voice over IP
traffic. Their performance analysis was based on the CODEC
scheme and the transport protocol. The CODEC compared in their
experiment were G.711, G.723, G.726 and G.729 while Session
Initiative Protocol and H.233 were the transport protocol used for
their analysis. The performance metrics used for their study were
end-to-end delay (s), jitter (s) and Mean Opinion Score, MOS.
Their findings revealed the CODEC G.729 and G.726 both had
better performance in terms of end-to-end delay and jitter but
G.711 had better MOS performance. They also argued H.233 to
be a better protocol than SIP when it comes to delivering Voice
over Internet protocol. They advised comparative analysis of
different coding scheme on other wireless networks such as
UMTS, LTE and WiMAX. They argued that CODEC plays an
important role in determining the QoS of any wireless network
using VoIP application.
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], did a comparative analysis of performance of WiMAX and
UMTS network in delivering Voice over IP traffic, VoIP service.
The study simulation in Opnet. The CODEC used for the research
was G.711. The performance metrics used for comparison were
the packet end-to-end delay (s), Jitter (s), Mean Opinion Score,
MOS and Packet Delay Variation (s). They concluded based on
their experimental result and analysis that the performance of
WiMAX in delivering VoIP service was better that UMTS based
on the performance metrics. They also observed node density had
negative effect on the VoIP QoS and this was more evident in the
UMTS network.
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], did comparative analysis of QoS performance of UMTS,
Wi-Fi and hybrid (UMTS-Wi-Fi) network in delivering Voice
over IP service. The study was simulated using Opnet. The
scenarios consisted of users making VoIP calls using the three
networks. The CODEC used was G.711. The performance metrics
used for the analysis were the packet end-to-end delay (s), packet
delay variation (s), jitter (s) and Mean Opinion Score, MOS. They
concluded based on their experimental analysis that the Wi-Fi
network gave the best performance in terms of end-to-end delay
and packet delay variation while the hybrid network delivered
best in terms of jitter and MOS. They argued that UMTS had poor
performance relatively in based on all the metrics used. UMTS
had very high delay, jitter and the lowest MOS.
      </p>
      <p>
        The papers reviewed characterized UMTS with high delay which
is poor QoS but [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] argued that the choice of CODEC plays
pivotal role in QoS of VoIP. They further proved this using a
WLAN network. Two different CODECS were used on UMTS
network as presented Section 5.3. Also, the work of [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
also revealed the node density has negative effect on 3G network
performance in delivering internet access using different internet
applications like VoIP and CBR. Most of these work did not test
to the capacity of the network and did not make technical
inference of the situation. Detailed analysis of Node density effect
on 3G network will be discussed in Section 5.5 and 5.6.
      </p>
    </sec>
    <sec id="sec-6">
      <title>4. RESERCH METHOD</title>
    </sec>
    <sec id="sec-7">
      <title>4.1 Design Requirement</title>
      <p>The set up for the research required 3G user(s), 3G network and
internet service(s).
4.2</p>
    </sec>
    <sec id="sec-8">
      <title>Design Components Description</title>
      <p>
        Sequel to the requirement, setting up a live 3G network or using
an existing one for the purpose of the research would have been
too expensive and could have negative consequence on the
network. Thus, the design was simulated using QualNet 6.2 by
scalable technologies [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. QualNet 6.2 has the full components for
3G networks and its implementation. Also, it has provision for
different internet applications.
4.3
4.3.1
      </p>
    </sec>
    <sec id="sec-9">
      <title>Design Components' Configuration</title>
      <sec id="sec-9-1">
        <title>3G components configuration</title>
        <p>The UMTS components consist of the User's equipment, UE,
Node B, RLC, SGSN, GGSN and HLR. The UEs served different
functions in the research depending on the application. UEs were
used to make and receive phone calls (in phone call application),
make VoIP call (in VoIP application), stream video (in Streaming
Application) and access web page (in HTTP application). The
parameters configuration discussed in this section was an extract
from the entire configuration based on the role each parameter
played at different layers. The physical and MAC layer
configuration were very essential for the UE, Node B and the
connecting air interface between them, Uu. The uplink and
downlink channel were configured as 1950 MHz and 2150 MHz
respectively. The uplink channel was used for communication
from the UE to the Node B while the downlink represents the
signal transmission from Node B to UE. The frequencies chosen
were based on 3GPP spectrum allocation to Europe and Africa as
specified. The antenna for the UE and Node B had similar
configuration except for the transmission power and height. The
antenna model used for the research were omnidirectional using
two-way path loss model. Omnidirectional antenna has the same
antenna gain irrespective of direction of the transmitted and
received signals. This was chosen to allow even distribution of
UEs around Node B for the node density scenario. The simulation
area used was 1500 square meters made up of 100 m by 100m
square boxes. The coverage area of the Node B was set to
maximum distance of 1000m. This was because the research was
set to mimic a typical urban settlement. According to NCC, most
of the internet access in Nigeria are majorly in the urban
settlement. The H323 model was used for the multimedia
signaling protocol because it was standardized by ITU-T and has
been especially focused on smooth interworking with the PSTN.
The GGSN also requires dual configuration for its interface. The
UMTS cellular configuration was used for GGSN interface to
other UMTS core network components (SGSN and HLR) while
the IP configuration was used for GGSN interface to IP Network.
This was necessary for routing packets to and from 3G network.
The entire wired link, (Iub, Iur, IuPS, IuCS and IuG) were
configured to have abstract MAC layer with size of 10Mbps. The
other core network components, HLR and SGSN were also
configured using cellular model to allow full functionality of the
3G network.</p>
        <p>The IP devices also serve different functions like UEs depending
on the internet application. IP devices were used receive VoIP call
(in VoIP application), video source (in Streaming Application)
and web server (in HTTP application). The IP devices where
configured to route packet to and from 3G network through the
GGSN.
4.3.2</p>
      </sec>
      <sec id="sec-9-2">
        <title>Internet Applications</title>
        <p>The Internet applications used were VoIP, Streaming (represented
by Constant Bit Rate, CBR on simulator), HTTP and Background
update representing each of the four QoS classes.</p>
        <p>VOIP simulates IP telephony in H323 network. The initiator and
receiver generate real time traffic with an exponential distribution
function. That simulates a real life telephone conversation.
Examples of VoIP application include skype and viber
applications.</p>
        <p>
          The Constant Bit Rate (CBR) traffic generator generates traffic at
a constant rate by transmitting packets (also called “items”) of a
fixed size at a fixed rate. It can be used to simulate applications
for which the end-systems require predictable response time and a
static amount of bandwidth is continuously available for the
lifetime of the connection. These applications include services such
as video-conferencing and telephony (voice services). [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
The QualNet HTTP model was based on the following standards:
RFC1945 Hypertext Transfer Protocol -- HTTP/1.0., RFC2068
Hypertext Transfer Protocol -- HTTP/1.1 and RFC2616 Hypertext
Transfer Protocol -- HTTP/1.1. HTTP simulates single-TCP
connection web servers and clients.
4.3.3
        </p>
      </sec>
      <sec id="sec-9-3">
        <title>Phone Call Application</title>
        <p>This mimic the conventional CS call on 3G network.
4.4</p>
      </sec>
    </sec>
    <sec id="sec-10">
      <title>Performance Parameters</title>
      <p>The performance parameters used for the research were CODECS
for the VoIP application and the node density for the streaming
application.
4.4.1</p>
      <sec id="sec-10-1">
        <title>CODEC</title>
        <p>
          CODEC encodes audio signals into digitized form at the source.
This digitized signal is sent to the receiver by using packet based
internet. The receiving terminal receives packets and decodes
them to transform into audio signal again using CODEC. Based
on [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] argument, two different CODECs (G711 and G729) were
investigated for VoIP service on 3G network to examine the effect
of the choice on the QoS performance of the 3G network.
4.4.2
        </p>
      </sec>
      <sec id="sec-10-2">
        <title>Node Density</title>
        <p>The research is also interested in investigating the effect of node
density on QoS performance of 3G network. This was particularly
important as Nigeria has many users using the mobile network
compared to the UK as analyzed in Section 5.5.
4.5</p>
      </sec>
    </sec>
    <sec id="sec-11">
      <title>Performance Metrics</title>
      <p>These were the metrics value used in measuring the user's end
experience to judge the performance of the network in delivering
the internet service to the user. The metrics used are, Average
End-to-End Delay (s), Average Jitter (s), Throughput (bps) and
ean Opinion Score
4.6
The network design was based on the components identification
and configuration discussed.</p>
      <p>The design has three different groups of scenarios.</p>
      <p>The first group was the scenario used to verify and validate the
simulation process. This was the foundation scenario which had
all the applications used in the design. This scenario consisted of
six users’ equipment, UEs in the UMTS network and three IP
devices connected to the gateway. Two of the UEs were making
UMTS call conversation, while the other four UEs were making
VoIP call to an IP device (VoIP receiver), browsing HTTP
website (from another IP device configured as web server),
streaming video (from the and forth UE for background traffic
both from last IP device configured as the CBR client. This
implementation in QualNet 6.2 is as shown in Figure 4.1.</p>
      <sec id="sec-11-1">
        <title>4.1: Complete design implementation in Qualnet 6.2[8]</title>
        <p>The design implemented in Figure 4.1 was inspired by the 3GPP
description of internet access over 3G network which is as shown
in Figure 4.3. The Node B (node 5 in the picture) was in charge of
communication with the UEs while RNC (node 4) assigned the
resources needed by UEs at the Node B. The core network
components (HLR (node 1), GGSN (node 2) and SGSN (node 3))
were responsible for authentication of the UEs as well as routing
of internet packet within the 3G network.</p>
      </sec>
      <sec id="sec-11-2">
        <title>4.2: 3GPP network design [16]</title>
        <p>
          The second set of scenarios were set to investigate the QoS of 3G
network using VoIP application as an example of the
conversational class which required the highest QoS. This was
important to understand how well 3G performs in delivering
internet access. Unlike [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] and [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] who concluded that 3G has
very high delay in delivering VoIP application, the research used
another CODEC, G.729 to see if there could be a better
performance by 3G compared to what they obtained using G.711.
The last set of scenarios investigate the influence of node density
on 3G QoS. This has been done using streaming application
which also requires high QoS like VoIP but in one direction. CBR
application was used for this implementation using different item
sizes of 60B, 80B and 100B to generate different download rate of
approximately 48,000bps, 64,000bps and 80,000bps. This
represented a typical download rate for MPEG 4 [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
Different download rate with constant Iub size of 10 Mbps implies
different number of UEs for each item size. The number of UEs
was increased by 10UEs in subsequent scenarios until one or more
UEs were unable to stream at the estimated download rate. The
size choices were within the range specified by [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-12">
      <title>5. SIMULATION IMPLEMENTATION</title>
    </sec>
    <sec id="sec-13">
      <title>AND RESULT DISCUSSION</title>
    </sec>
    <sec id="sec-14">
      <title>5.1 Verification and Validation Scenario</title>
      <p>This was set up was to mimic full implementation of both
Packetswitched (PS) and Circuit-switched (CS) applications as described
by 3GPP as discussed earlier in Section 4.6.</p>
      <p>UMTS call was chosen to represent CS application while VoIP
call, Streaming, web browsing and background file download
were chosen for PS application using each to represent the four
UMTS QoS category as explained in Section 2.3. The simulation
period was chosen to be 600 seconds. This simulation period has
been maintained throughout the subsequent scenarios. Some of
the results behaviours that verifies and validates the simulation are
discussed here.</p>
      <sec id="sec-14-1">
        <title>5.1.1 Verification and Validation Scenario</title>
      </sec>
      <sec id="sec-14-2">
        <title>Implementation</title>
        <p>UMTS Call
VoIP
Streaming
HTTP
Background
In the streaming application, item size was chosen to be 60 bytes
with an interval of 0.01s to give an estimated received throughput
of 48 000 bps as obtained in Calculation 5.1.</p>
        <p>Item size = 60 bytes = (60 * 8) bits = 4800 bits
Estimated received throughput = item size / interval = 4800 bits /
0.01 seconds = 48 000 bps</p>
        <sec id="sec-14-2-1">
          <title>Calculation 5.1 Estimated received throughput for streaming application.</title>
          <p>
            The streaming rate is similar to the rate of MPEG 4 which is a
video type in 3G UMTS device [
            <xref ref-type="bibr" rid="ref5">5</xref>
            ].
          </p>
          <p>Using Calculation 5.1 for the backgroud application gave
estimated received throughput of 400 000 bps.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-15">
      <title>5.2 Result discussion of the Verifiaction and Validation Scenario</title>
      <p>
        The result obtained after running the configured design in
QualNet 6.2 verified that there was phone conversation between
the two UEs as there was exchange of CS packets between them.
The UMTS call application had no value for PS packets since it
was not a PS application.
There was VoIP communication as well. It was exchange on PS
packets as againgt the CS call and the conversation was
biredirectional. The performance metrics showed a high delay and
a moderate jitter. This was similar to the values obtained by [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]
and [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] which made them conclude that 3G can deliver VoIP
service but with high delay. Going back to the requirement of
VoIP which is to have a similar QoS behaviour to UMTS call,
then the result is a deviation from this. However, [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] argued that
choice of CODEC plays important role in QoS of a wireless
network and proved this investigating WLAN. Thus, the research
investigated this argument in Section 5.5 using 3G network
instead to understand the VoIP performance using different
CODECs. Also, the number of messages was equal to the number
of fragments meaning there was no fragmentation. This is because
the message size, fragment size and the packet size were
approximately 160B (as obtained in Calculation 4.4.).
Size of message (B) = Size of fragment (B) = Size of packet (B)
Total data received (B) / Total message received = 1.89696e+06B
/ 11856 = 160B
      </p>
      <sec id="sec-15-1">
        <title>Calculation 5.3 Size of message, fragment and packet for VoIP application.</title>
        <p>The video streaming application also showed a one transfer of PS
packets as backed by theory. The estimated throughout obtained
from estimated throughput and the obtained throughput are both
similar as well. The performance metrics showed a very low delay
and a low jitter. This showed a good QoS. Also, the number of
messages was equal to the number of fragments meaning there
was no fragmentation. This was because the message size,
fragment size and the packet size were approximately 60B (which
can be obtained in using corresponding values in Calculation
5.3.). The message being smaller than the VoIP traffic is also an
indication to while VoIP has more delay than the CBR traffic
suggesting that a better compression could give a better QoS. The
calculated size of message 60 byte is equal to the item size 60
byte configured for the streaming application.</p>
        <p>HTTP and background application result details also followed the
internet application pattern. The only notable differe is the
fragmentation that occurred in HTTP application as the message
size greater than 544 bytes. The framents size is 489.4 bytes as
derived in Calculation 5.4
Total data received = 3.67527e+06 bytes
Total message received = 383,
Total fragment receive = 7503,
Size of message (B) = Total data received (B) / Total message
received = 3.67527e + 06 / 383 = 9596 B
Size of fragment (B) = Total data received (B) / Total fragment
received = 3.67527e + 06B / 7503 = 489.8B</p>
      </sec>
      <sec id="sec-15-2">
        <title>Calculation 5.4: Size of message and fragment for HTTP application.</title>
        <p>Thus, from the analysis above, the design configuration did not
only worked (verified) but also work in line with existing theory
and similar experiment (validated).
5.3</p>
      </sec>
      <sec id="sec-15-3">
        <title>3G QoS Investigation Using Voip Application Only</title>
        <p>The approach used was based on UMTS Quality of Service
Category. As discussed is Section 2.3, UMTS QoS classification
was based on the application requirement. The conversational
class required the best performance because it involved real time
application and also bidirectional which means the same quality is
expected in both directions. The application chosen for the
research was VoIP because of its increased usage and also
because it has been fore-tipped to compete with conventional
UMTS call. This was particularly relevant in Nigeria's context
because most people find VoIP calls cheaper compared to normal
CS call. This was principally significant when making
international calls as the VoIP charging is based on internet usage
and not location based unlike CS calls which usually have a
higher tariff for international calls compared to local calls.
The main QoS target of VoIP was to have a similar or even better
performance when compared to the UMTS call. This research set
to achieve this using different CODECs. The CODECs used were
G.711 and G.729. The choice of G. 711 was because it is the most
generally used CODEC and one of the earliest CODEC developed
for VoIP while G. 729 was one of the latest developed CODEC
for VoIP application.</p>
        <p>
          The ITU describe G.711 CODEC [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] as the CODEC which uses
lossless compression scheme in coding speech signal at 64 Kbps
while G.729 CODEC uses Conjugate-Structure
Algebraic-CodeExcited Linear-Prediction (CS-ACELP) in coding speech signal at
8Kbps.
        </p>
        <p>The VoIP application only scenario is similar to VoIP
implemetation descibed in Section 5.1.2 except that the G729 was
in addition to G711. The talking time was later changed from 10s
to 20s and 30s to have another set of randomly generated values.
The summary of the VoIP application only scenario is
summarised in Table 5.4.
The speech coding for both G.711 and G.729 were calculated to
be approximately 64Kbps and 8Kbps respectively for every
scenario. This was compared to the 64Kbps and 8Kbps specified
by ITU. This was done for the purpose of validation.</p>
        <p>Total Data sent = 2.10224e + 06B = 1.681792+7b
Talking time = 263.962s
Speech coding rate = 1.681792 + 7b / 263.962s
The result obtained from the VoIP application only
implementation as extracted in Table 5.5 showed a better
performance using G.729 compared to G.711. The range of
average delay of G.729 (0.024 to 0.0287s) was low (similar to CS
voice call with average delay of 0.0424s in Table 5.2) compared
to the G.711 (1.1967 to 2.5190s). The same imporvement was
noted for Average Jitter and MOS.</p>
        <p>The reason for its better performance was because it has
better compression for the messages. The size of a message in
G.729 is 20B compared to 160 B in G. 711.
Summarily, G.729 offered better QoS performance in terms
of average end to end delay, jitter and MOS as it has better
compression technique than G.711. The only drawback is
the throughput, though not a problem from the user's view
as their experience was better but on the part of the network
provider, this was significant because the same average
resources were applied at Node B to process both traffic.
The importance of better utilisation of resources is to
accommodate more users with the available resources. The
result of the simulation conformed to [20] argument. As a
result, it was believed that a 3G network can deliver a good
QoS provided the right CODEC choice has been made. The
investigation of node density effect on 3G performance will
be discussed in next section having concluded on the VoIP
single user investigation.</p>
      </sec>
    </sec>
    <sec id="sec-16">
      <title>5.5 Investigation of Effect of Node Density</title>
    </sec>
    <sec id="sec-17">
      <title>On 3G QoS using Streaming Application</title>
      <p>Studying the effect of node density of 3G internet access
perfomance was particularly important comparing the
approximate node density of the research reference countries,
Nigeria and UK. The node density is the number of users per
cellular base station. Nigeria has approximately 4403 users to a
base station while the UK has approximately 1143 users to base
station as derived in Calculation 5.8.</p>
      <p>
        Total number of cellular subscriber in Nigeria = 131 910 228 [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
Total number of cellular base station in Nigeria = 28 289 [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
Total number of cellular mobile users in UK = 40 000 000 [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
Total number of cellular base station in UK = 35 000 [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
Estimated node density of Nigeria ≃ 4662
Estimated node density of UK ≃ 1142
      </p>
      <sec id="sec-17-1">
        <title>Calculation 5.8: Cellular node density for the UK and Nigeria</title>
        <p>Another indication that the QoS problem in Nigeria could be node
density is that Nigeria despite having high number of users to base
station, Nigeria has more internet users than UK and most of the
internet users depend on the mobile network unlike UK who has
both fixed and mobile network.</p>
        <p>The node density implementation for the research was done using
streaming application only. The choice of streaming application
was because it has a predictive performance metrics, throughput
(bps). The streaming application has an expected guaranteed rate
for the download. This will help identify the point network fails to
deliver to expection. Unlike the VoIP whose throughput is always
randomly generated. Also streaming class requires good QoS like
VoIP. Another reason for choice of streaming application over
VoIP was that it is unidirectional. This was particularly important
as the UMTS implementation on QualNet 6.2 was based on
Release 99 which has upload limitation. The problem of upload
limitation has been taken care of in the 3G later release, HSUPA.
The implementation of streaming application only scenariosis
similar to the implementation in Section 5.1.3. In addition to 60B
item used in Section 5.1.3, items of sizes 80B and 100B were used
to generate an estimated data rates of 64,000bps and 80,000 bps.
The summary of the streaming application only scenarios
implementation is presented in Table 5.7. The scenarios for each
item size had users in increment of 10.</p>
      </sec>
    </sec>
    <sec id="sec-18">
      <title>5.6 Streaming Application Only Scenario</title>
    </sec>
    <sec id="sec-19">
      <title>Result Analysis</title>
      <p>The result analysis for all the scenarios were based on the
throughput because the throughput can be estimated for CBR
applications. The result analysis was built on single UEs situation
for each item size. 48063.1bps, 64084bps and 80128.9bps were
obtained throughput for single UE using item sizes of 60B, 80B
and 100B respectively.</p>
      <p>The amount of resources allocated by RNC at Node B for single
UE were obtained from simulation as 86796bps, 101147bps and
116873bps for 60B, 80B and 100B item size respectively. The
difference between the allocated resources and the received
unicast throughput caters for the control packets and forward error
correction, FEC. The number of data packet for all item sizes
were obtained as 59000 packets. This was because the packet
transfer was assigned to send an item in 0.1s for 590s (600s
(simulation time) - 10s (start time)). This will give a total of
59000 packets (590 / 0.01) as obtained. Also, the number of
control packets applied by the RNC was obtained as 30003
packets. This implied that each UE will have resources assigned
to cater for the data packets, control packets and the FEC. This
analysis of the allocated resources was very important in order to
account for the Iub size which was set as 10Mbps.</p>
      <p>The node density investigation for the research started with 10
UEs with increment of 10 for the subsequent scenarios. This was
done for the item sizes chosen.</p>
      <p>It was observed from the result obtained that all the UEs had the
estimated throughput of approximately 48000bps for the 60 B
scenario up to 80 UEs scenario.</p>
      <p>The total received throughput by UE for this scenario was
calcluated as 3.84Mbps (80 * 48 000bps) while the total allocated
resources by RNC was of 7.4 Mbps of 10Mpbs assigned.
However, scenario with 90 UEs for 60B item size showed some
UEs were unable to get up to the estimated throughput of
48000bps. The effect of the node density was clearly being
noticed at this stage of the simulation. The situation of 90 UEs
were similar to the 100 UEs as the number of UEs with reduced
throughput increases. The scenario series for 60B item ended with
110 UEs as some of the UEs had negligible throughput.
Thus, the analysis of the 60B item set of scenario was done using
10 UEs to 100UEs. The allocated resources for the 100 UEs
scenario was 9.2 Mbps of 10Mbps assigned.</p>
      <p>Similarly, it was observed from the result obtained that all the
UEs had the estimated throughput of approximately 64000bps for
the 80 B scenario up to 70 UEs. The total received throughput by
UE for this scenario was calcluated as 4.4Mbps (70 * 64000bps)
while the total allocated resources by RNC was of 7.2 Mbps of
10Mpbs assigned. However, scenario with 80 UEs for 80B item
size showed some UEs were unable to get up to the estimated
throughput of 64000bps. The effect of the node density was
clearly being noticed at this stage of the simulation. The situation
of 80 UEs were similar to the 90 UEs as the number of UEs with
reduced throughput increases. The scenario series for 80B item
ended with 100 UEs as some of the UEs had negligible
throughput.</p>
      <p>Thus, the analysis of the 80B item set of scenario was done using
10 UEs to 90UEs. The allocated resources for the 90 UEs scenario
was 9.4 Mbps of 10Mbps assigned.</p>
      <p>Also, It was observed from the result obtained that all the UEs had
the estimated throughput of approximately 80000bps for the 100
B scenario up to 60 UEs. The total received throughput by UE for
this scenario was calcluated as 4.8Mbps (60 * 80000bps) while
the total allocated resources by RNC was 7.002 Mbps of 10Mpbs
assigned. However, scenario with 70 UEs for 100B item size
showed some UEs were unable to get up to the estimated
throughput of 80000b. The effect of the node density was clearly
being noticed at this stage of the simulation. The situation of 70
UEs were similar to the 80 UEs as the number of UEs with
reduced throughput increases. The scenario series for 100B item
ended with 90 UEs as some of the UEs had negligible throughput.
Thus, the analysis of the 100B item set of scenario was done using
10 UEs to 80UEs. The allocated resources for the 80 UEs scenario
was 9.6 Mbps of 10Mbps assigned.</p>
      <p>Summarily, the number of UEs was increased to maximum of
100, 90 and 80 for the 60B, 80B and 100B item sizes respectively.
Having understood the pattern of the scenario implemented for
node density, the analysis of the QoS performance metrics is as
follows;
The values obtained were used to plot graph of average unicast
received throughput per UE as shown in Figure 5.3.</p>
      <sec id="sec-19-1">
        <title>5.3: Average Unicast Received Throughput per UE (bits/second) for different Item sizes</title>
        <p>The graph of the throughput (ploted in MATLAB) gave a constant
throughput for some number of UEs. This is the normal behaviour
expected because the traffics have been generated using CBR
which normally generates at constant rate. However, at some
point where the node density (Nd), was approaching the network
limit in terms of available resources, the throughput dropped
gradually with increase in number of UE.</p>
        <p>The values for average end-to-end delay, Dee per UE were
obtained and plotted as shown in Figure 5.4.
It was observed that the Dee was directly proportional to the item
size, Si. This was because the total size of items processed
increases with item size. For instance, the scenario for 10 UEs
sees the 3G network processing 600B size (60B * 10UEs) of item
for 60B item size scenario but this get higher for 80B item size
scenario with 800B size of item (80B * 10UEs) while 100B size
item scenario has the highest of the three as 1000B (100B *
10UEs). It was also observed from the set of results obtained that
the average end -to-end delay, Dee was increasing at constant rate
with increase in node density, Nd (Dee = K*Nd) until the normal
point where all scenarios experienced sharp increase in the delay.
This is because as the number of UEs increases, the number and
size of packets to the processed increase as well.</p>
        <p>It was also observed that the average jitter, J was increasing at
constant rate with increase in node density, Nd (J = K*Nd) until
the normal point where all scenarios experienced sharp increase in
the jitter. This is as plotted in Figure 5.5.</p>
      </sec>
      <sec id="sec-19-2">
        <title>5.5: Average Unicast Jitter per UE (seconds) for different item sizes</title>
        <p>Summarily, the node density have a negative effect on the 3G
QoS in terms of the average unicast received throughput, average
end-to-end delay and average jitter.</p>
        <p>
          The throughputs generated were within the range specified by
3GPP as 34Kbps to 384 Kbps for one way video streaming. The
work of [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] and [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] did show that node density has negative
effect on QoS using different applications.
        </p>
        <p>The scenarios established in this section showed that 3G network
can deliver good QoS for it users provided all the conditions are
right. The instance used in this research was VoIP application
which requires a very small delay and jitter. The research
achieved good QoS for 3G network using G.729 CODEC instead
of G.711. Also the effect of node density was investigated on QoS
as this was one of the major problems facing Nigeria’s internet.</p>
      </sec>
    </sec>
    <sec id="sec-20">
      <title>6. POSSIBLE SOLUTIONS TO QoS AND</title>
    </sec>
    <sec id="sec-21">
      <title>NODE DENSITY ISSUE IN CASE OF</title>
    </sec>
    <sec id="sec-22">
      <title>NIGERIA</title>
      <p>This Section discuss the possible ways to improve the
situation as highlighted in the research aim and objectives.</p>
    </sec>
    <sec id="sec-23">
      <title>6.1 Improving the 3G Network</title>
      <p>The research believed that if all or most existing 3G networks in
Nigeria can be upgraded, a higher capacity and better quality will
be delivered to the users. Depending on 3G networks only might
not be sufficient for a country like Nigeria. Other possible
solutions which can be complementary to the one discussed above
will be discussed in Section 6.2 and 6.3.</p>
    </sec>
    <sec id="sec-24">
      <title>6.2 Migration To 4G</title>
      <p>Advantages of migrating to 4G include but not limited to:
presenting users more QoS as well as better capacity and
coverage. Hence it is an important consideration for Nigeria to
have a proper plan for 4G mobile broadband in their vision for
better internet access for her residents.</p>
    </sec>
    <sec id="sec-25">
      <title>6.3 Revival of Fixed Internet Broadband</title>
      <p>As shown in Calculation 5.8, UK has better node density on
cellular network and also have viable fixed network. It will also
help both the QoS and node density if Nigeria can work on
improving their fixed network.</p>
      <p>The three recommendations will improve internet QoS and
will also share the users thereby reducing the effect of node
density.</p>
    </sec>
    <sec id="sec-26">
      <title>7. CONCLUSIONS AND</title>
    </sec>
    <sec id="sec-27">
      <title>RECOMMENDATION</title>
      <p>The research evaluated the performance on 3G internet access in
order to suggest ways to improve the internet access in developing
countries like Nigeria as highlighted in the research aims and
objectives. 3G network was simulated using QualNet 6.2 as
described in Section 4. The QoS was investigated using VoIP
application and the result showed a better performance for this
using G.729 CODEC compared to G.711 as discussed in Sections
5.3 and 5.4. Also, the analysis in Section Sections 5.5 and 5.6 also
showed that node density has negative effect on 3G QoS in terms
of average end-to-end delay, average jitter and throughput. Three
recommendations (which are improving the 3G network,
migration to 4G network and having a fixed broadband as a
complementary service) were proposed to improving internet
accessing Nigeria in Section 6.</p>
      <p>There were some technical constraints (related to systems and
simulator) during the research. This limited the coverage of the
research in terms of its absoluteness. Also, it was difficult getting
real life data for implementation by telecommunication industries
as they attached commercial values to this.</p>
      <p>Comprehensive assessment of the state of infrastructure for
different broadband technologies in Nigeria and the economic
impact of implementation of each is strongly recommended in
order to make a more informed decision on moving forward
towards achieving a good QoS for her residents.</p>
    </sec>
    <sec id="sec-28">
      <title>8. ACKNOWLEDGMENTS</title>
      <p>All praises and adorations are due to Almighty God. We
appreciate the support of Professor Nigel Linge, all the lecturers
and non-teaching staff of the University of Salford where the
research was conducted. Our profound gratitude goes to our
families and friends for their unquantifiable support.</p>
    </sec>
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