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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>On TCP-Induced Telehaptic Packet Loss and Jitter</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vineet Gokhale</string-name>
          <email>vgokhale@prf.jcu.cz</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jan Fesl</string-name>
          <email>jfesl@prf.jcu.cz</email>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>1</fpage>
      <lpage>3</lpage>
      <abstract>
        <p>Telehaptic data communication (transmission of touch signals) is known to be extremely sensitive to packet loss and jitter, the primary consequences of network congestion. Existing studies have established the Quality of Service (QoS) conditions that need to be guaranteed for smooth telehaptic communication. Specifically, the telehaptic communication can tolerate no more than 10% packet loss and 10 ms jitter. In this paper, we conduct a detailed investigation of the impact of TCP cross-traffic (pre-dominant traffic on shared networks) on telehaptic packet loss and jitter. The important contribution of our study is twofold. Firstly, we discover that even during scenarios where the long term average packet loss is comfortably below its QoS limit, the instantaneous loss can far exceed this limit. Secondly, we demonstrate that the probability of jitter QoS violation increases with the number of concurrent TCP sources in the network. These effects could potentially be harmful to the telehaptic activity, thereby raising serious concerns on designing efficient communication frameworks for minimizing telehaptic packet loss and jitter on shared networks.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>Everyday activities that the humans perform are largely
dependent on our sensory mechanisms that aid in learning the
physical properties of any real object such as size, shape,
weight, texture, hardness, smell, and so on. The touch
perception forms an integral part of our sensory mechanism.
When an object is held, it exerts certain forces on the hand.
The muscles and the joints of the hand capture these forces and
they are then transmitted to the brain, generating a perception
map of the object. This sensory mechanism is the fundamental
driving force behind the innumerous forms of seamless
interaction between humans and the physical world. Life
would be lot harder if one was to light a matchstick, drive a
car, or play a game of golf without the ability to feel the
physical object.</p>
      <p>Haptics relates to the science behind the different
mechanisms of perception of real objects through the sense of
touch. The deep research insights in this field have led to the
design of elegant electro-mechanical systems that have
enabled us to interact and manipulate virtual as well as remote
objects through the feeling of touch.</p>
      <p>
        Telehaptic communication – the science of coding, and
subsequent transmission of haptic signals over a network – has
witnessed rapid progress over the past decade. Such
communication has been envisaged to redefine the way we
interact with a remote world. For example, a surgeon could
perform telesurgery on a distant patient through a robotic
telemanipulator with the feeling of touching the patient’s body
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Telehaptic communication finds potential applications in
a wide variety of other domains as well, like telemaintenance,
and remote disaster management to name a few.
      </p>
      <p>
        Figure 1 depicts a typical telehaptic communication
framework over a shared network. The human operator (OP),
using the force, audio, and video feedback from the remote
environment, makes certain movements in an attempt to
interact with and/or manipulate a remote physical object. The
position and velocity signals thus generated are transmitted to
the remote environment via the forward channel. The robotic
teleoperator (TOP) at the remote location utilizes these
coordinates in order to replicate OP’s movements accurately.
Any contact between the remote object and the TOP generates
forces, which are transmitted back to the OP along with audio
and video feedback on the backward channel. The presence of
haptic feedback has been shown to increase the immersion into
the remote environment, and further improve the precision of
the telehaptic activity significantly [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>Fig. 1. Schematic representation of a telehaptic communication
framework depicting the signal exchange between the human
operator (OP) and the robotic teleoperator (TOP).</p>
      <p>Naturally, such highly sensitive operations necessitate
accurate replication of the OP’s movements by the TOP, and
also timely delivery of the feedback signals to the OP. For
example, large delays in haptic feedback result in sluggish
perception of the patient’s body, thereby (potentially) leading
to a wrong action by the surgeon. Additionally, large telehaptic
jitter leads to perceiving the same remote object as having
variable mass, which is absurd. Note that jitter refers to the
variation in the packet delays. High packet losses may cause
improper replication of the OP’s movements accurately and/or
OP being severely deprived of the feedback signals. Both these
scenarios could have catastrophic effects on the ongoing
telehaptic activity. Note that the packet loss in the network is a
consequence of queue overflows during congestion. These
effects can, at times, cause irreparable damage to the patient.
Hence, the communication network that transfers the
telehaptic feedback plays an instrumental role in determining
the quality of the telehaptic interaction.</p>
      <p>
        Experimental studies, such as [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], have demonstrated that
the human perception of haptic feedback can tolerate a
maximum packet loss and jitter of not more than 10% and 10
ms, respectively. This means that the perception of the remote
environment is not hampered even if at least 90% of the
telehaptic samples reach the OP/TOP with a jitter of no more
than 10 ms. These telehaptic packet loss and jitter constraints
that need to be satisfied for a seamless telehaptic activity are
collectively known as Quality of Service (QoS). For a smooth
telehaptic activity, the network needs to guarantee
QoScompliance at all times. In general, QoS violations lead to
deteriorated perception of the remote environment, as
explained previously.
      </p>
      <p>
        It is important to note that the work in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] treats the packet
loss as a time-average entity. In other words, the work in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
averages packet losses over an entire telehaptic session; the
authors discovered that when this long term average packet
loss exceeds 10%, the users started perceiving an unacceptable
deterioration in the perception of the remote environment.
Note that the long term average packet loss refers to the
average of the packet loss measured over the entire duration of
the telehaptic session. It is worth noting that this work does not
consider the characteristics of the instantaneous loss while
establishing 10% as the packet loss criteria for smooth
perception.
      </p>
      <p>
        It is important to remark that in a real world scenario the
perception of remote objects (potentially) depends on the
instantaneous packet loss rather than the long term average
loss. For example, in a few network settings the instantaneous
packet loss is way higher than 10% (see Figures 4 and 5)
despite its long term average value being below 10%. This
means that a vast majority of the telehaptic samples (up to 80%
in our simulations) do not reach the destination. As per the
claim in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], this implies that even when all packets (100%)
are lost over a certain interval, the users do not feel any
perceptual degradation. This is incorrect as no haptic feedback
leads to improper perception of the remote world. Therefore,
the instantaneous packet loss, and not the long term average
loss, is a more relevant performance metric from the
standpoint of perception in any telehaptic communication.
      </p>
      <p>
        A telehaptic stream on a shared network, like the Internet,
has to contend with other cross-traffic streams that are
concurrently being served by the network. Hence, it is crucial
to study the influence of the coexisting cross-traffic streams on
the telehaptic stream in terms of instantaneous packet loss and
jitter. On a shared network, the telehaptic stream is guaranteed
to encounter Transmission Control Protocol (TCP) traffic
since TCP amounts to over 90% of the overall traffic [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. TCP
provides a reliable data communication mode, and hence
forms the cornerstone of a wide variety of Internet services that
require reliable transfer of data, such as email, file transfer,
web browsing, and video streaming applications like YouTube,
and Netflix.
      </p>
      <p>
        For our investigation in this paper, we consider a specific
flavor of TCP named TCP NewReno [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. TCP NewReno (or
any TCP source in general) is a rate-adaptive transport layer
protocol that controls its transmission rate depending on the
congestion level in the network. The TCP source uses packet
loss as an indicator of congestion. Based on the packet loss as
detected by the source, the data rate is adapted to match the
available network bandwidth, and thereby eschew
underutilization the network resources. The TCP source
increases its data rate until it detects a packet loss (indicating
congestion). In response, it reduces the data rate in order to
relieve the network, and thereby achieve congestion control.
Once the source detects that the network is free, it begins to
increase the data rate, and this cycle continues. As can be
observed, the TCP source relies heavily on the packet loss in
the network in order to learn the available network bandwidth.
In fact, the working principle of TCP is itself based on
inducing packet loss in the network. This behavior naturally
impacts the concurrent streams in the network. In addition, the
data rate variation of TCP also introduces jitter that negatively
affects the telehaptic activity. In this work, we are interested in
studying whether these packet loss and jitter effects of TCP
have any notable impact on QoS-compliance of the telehaptic
stream.
      </p>
      <p>In this paper, we intend to study the impact of multiple TCP
cross-traffic sources on a telehaptic stream. The objective of
this investigation is to gain insights into the characteristics of
the instantaneous telehaptic packet loss and jitter under the
influence of coexisting TCP cross-traffic sources. The
contribution of our work is as follows.
(i) We demonstrate that in a wide range of settings, even
though the long term average packet loss meets the QoS
criteria, the instantaneous packet loss can be much higher.
(ii) We show that the peak telehaptic jitter can far exceed the
10 ms deadline for standard network settings, and hence is
extremely prone to QoS violations.</p>
      <p>The remainder of the paper is organized as follows. In
Section II, we discuss in brief a few prior works available in
the literature related to the interplay between TCP and
telehaptic streams. Section III describes the detailed
simulation setup that we designed for our investigation. In
Section IV, we present the results of our experiments, and in
Section V, we state our conclusions and mention potential
directions for future research.</p>
    </sec>
    <sec id="sec-2">
      <title>II. RELATED WORK</title>
      <p>
        Only a handful of works have attempted to study the
behavior of telehaptic streams on a shared network [
        <xref ref-type="bibr" rid="ref6 ref7 ref8">6, 7, 8</xref>
        ].
Although these works considered network cross-traffic in their
performance evaluation, negligible attention is paid to the TCP
streams that form a major component of the overall
crosstraffic. A recent work [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] conducted a comprehensive analysis
of the effects of a single TCP stream on the long term average
telehaptic packet loss as well as jitter. However, this work
investigates ignores the instantaneous packet loss. As
explained earlier, the instantaneous packet loss forms a more
important performance metric than the long term average
measure. Furthermore, this analysis confines the number of
concurrent TCP streams to one. Hence, the effect of multiple
TCP streams on telehaptic loss and jitter remains unexplored
in this work.
      </p>
    </sec>
    <sec id="sec-3">
      <title>III. SIMULATION SETUP</title>
      <p>
        In this section, we give a detailed description of the
experimental settings considered in our simulations. The goal
of this section is to develop an understanding of the dynamics
of interplay between TCP and telehaptic streams when the two
traffic types share a single bottleneck link. We carry out our
investigation using NS3 – a discrete event network simulator
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. We use the single bottleneck network topology as shown
in Figure 2. H1 and H2 are the OP and the TOP, respectively,
of the telehaptic communication framework shown in Figure
1. [S1, …, Sn] and [R1, …, Rn] are the sets of n TCP sources
and receivers, respectively. L1 is the bottleneck link on the
forward channel. Note that the data rate variation of TCP
influenced the queue occupancy at B1, the router at the ingress
of L1. As mentioned earlier, the TCP sources employ
NewReno congestion control scheme. For telehaptic
communication, we leverage the protocol proposed in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. It
can be shown that in presence of TCP NewReno sources, a
telehaptic source employing the protocol in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] generates
packets at the rate of 250 per second. The packet scheduling at
the network queues is based on the standard droptail
mechanism.
      </p>
      <p>
        The propagation delay of each link is set to 5 ms, and hence
the one-way propagation delay between a source and its
corresponding receiver is 15 ms. The channel capacity of L1 is
set to 3 Mbps. The access links to L1 have high capacities of 5
Gbps. The queue size at the B1 is configured to 15 kB. The
TCP and the telehaptic packets have sizes 578 B and 512 B,
respectively, unless mentioned otherwise. For the purpose of
our simulations, we consider n in the range [
        <xref ref-type="bibr" rid="ref1 ref10">1, 10</xref>
        ]. However,
it is worth remarking that the observations that we make
regarding the telehaptic loss and jitter hold good for higher
values of n as well.
      </p>
      <p>All sources begin the transmissions simultaneously at t = 0.
We run each simulation until t = 100 s. Throughout the
simulations, we record the packet loss and jitter encountered
by the telehaptic sources.</p>
    </sec>
    <sec id="sec-4">
      <title>IV. RESULTS</title>
      <p>In this section, we present the results of our investigation of
telehaptic packet loss and jitter induced by the coexisting TCP
streams. We begin by reporting the packet loss, and then move
to the jitter part.</p>
      <p>In Figure 3, we report the long term average packet loss seen
by the telehaptic source by varying n over the considered
range. It can be seen that the long term average packet loss is
an increasing function of n. However, for n &lt; 10, the long term
average packet loss complies to the QoS limit of 10%.
However, we note that for higher n, the average loss exceeds
the QoS limit severely. For brevity, we do not report the
telehaptic packet loss in the higher n regime.</p>
      <p>We now move to studying the behavior of the instantaneous
telehaptic packet loss for a specific value of n for which the
average loss meets the telehaptic packet loss criteria. For this
purpose, we choose n = 10. Note, from Figure 3, that the long
term average loss for n = 10 is approximately 10%. From
Figure 4, it can be seen that the instantaneous telehaptic packet
loss varies rapidly between 0 and 50%. In addition to the peak
loss measurement of 50%, it can also be seen that the packet
loss QoS criteria gets violated regularly. Although we report
the instantaneous packet loss only for n = 10, we observe
similar behavior for other values of n as well. In short, even
though the long term average packet loss meets the QoS
criteria, the instantaneous loss can be significantly higher. This
confirms our conjecture that the instantaneous packet loss
should be considered as the performance metric rather than the
long term average packet loss.</p>
      <p>It is important to remark that even though the interval over
which the QoS violation occurs is small (a maximum of 300
ms), this could potentially have severe artifacts considering the
scale of sensitivity that a telehaptic activity, like telesurgery,
requires.
Having seen the instantaneous loss, we now turn towards
determining the peak instantaneous telehaptic packet loss in
the simulations. Figure 5 shows the variation of the peak
packet loss in the considered range of n. It can indeed be
observed that the instantaneous packet losses are substantially
higher despite the long term average packet loss complying to
the QoS requirement. Therefore, we demonstrate through
experiments that any guarantees on the long term average
packet loss do not imply any guarantees on the peak
instantaneous packet loss. This suggests that in order to ensure
a seamless telehaptic activity, one must design communication
frameworks that can provide QoS guarantees on the
instantaneous telehaptic packet loss.</p>
      <p>
        It has been shown in the past that smaller telehaptic packets
(relative to TCP packets) are less susceptible to losses [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
Specifically, the experiments in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] reveal that the telehaptic
packets of size 137 B are rarely dropped by the network queues
in presence of a single TCP source that transmits packets of
size 578 B. Hence, one potential solution for mitigating the
telehaptic losses is to minimize the packet sizes. The other
plausible remedy could be to design priority queueing schemes
that can serve packets carrying crucial telehaptic data with
higher precedence over other cross-traffic streams.
      </p>
      <p>We now move to the peak telehaptic jitter measurements.
For the packet sizes mentioned in Section III, we notice that
the peak telehaptic jitter varies in the range [2.55, 6.69] ms,
which satisfies the QoS constraint. Since the jitter is known to
be heavily dependent on the TCP packet size, for concreteness
in exposition, we run the simulations with TCP packets of size
1042 B, which is also another standard value. In Figure 6, we
plot the peak instantaneous telehaptic jitter as a function of n.
It can be seen that the peak jitter is a non-decreasing function
of n. Further, for n &gt; 5, the jitter QoS condition is severely
violated. This implies that higher the number of concurrent
TCP streams, larger is the probability of violation of the
telehaptic jitter QoS violation.</p>
      <p>
        Based on the analysis in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], it is reasonable to argue that the
peak instantaneous haptic jitter increases with the number of
concurrent TCP streams as well as their packet sizes. For QoS
–compliance, one needs to theoretically determine upper
bounds for these two factors. The network administrator then
needs to ensure that the cross-traffic satisfies the two bounds.
This guarantees satisfaction of QoS conditions for telehaptic
jitter.
      </p>
      <p>Fig. 6. Variation of peak instantaneous telehaptic jitter with TCP
packets of size 1042 B.</p>
    </sec>
    <sec id="sec-5">
      <title>V. CONCLUSIONS</title>
      <p>In this paper, we conducted an extensive investigation of the
interplay between TCP NewReno and telehaptic streams. We
demonstrated that even though the long term average
telehaptic packet loss satisfies the QoS criteria, the
instantaneous loss can far exceed the QoS limit of 10%.
Additionally, we showed that the telehaptic stream faces
extreme jitter QoS violations for TCP packets of standard
sizes. Hence, we conclude that it is crucial to monitor and
control the number of TCP streams, as well as the size of TCP
packets in order to achieve seamless telehaptic communication
on a shared network.</p>
      <p>In a future version of this article, we intend to propose a
telehaptic communication framework that mitigates the
detrimental effects of TCP sources. Also, studying the effects
of other variants of TCP on telehaptic stream could be another
interesting avenue for future research.</p>
    </sec>
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