=Paper= {{Paper |id=Vol-2300/Paper24 |storemode=property |title=On TCP-Induced Telehaptic Packet Loss and Jitter |pdfUrl=https://ceur-ws.org/Vol-2300/Paper24.pdf |volume=Vol-2300 |authors=Vineet Gokhale,Jan Fesl |dblpUrl=https://dblp.org/rec/conf/acit4/GokhaleF18 }} ==On TCP-Induced Telehaptic Packet Loss and Jitter== https://ceur-ws.org/Vol-2300/Paper24.pdf
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        On TCP-Induced Telehaptic Packet Loss and Jitter
                                                Vineet Gokhale, Jan Fesl
        Institute of Applied Informatics, University of South Bohemia, CZECH REPUBLIC, emails: {vgokhale, jfesl}@prf.jcu.cz


   Abstract: Telehaptic data communication (transmission               telemanipulator with the feeling of touching the patient’s body
of touch signals) is known to be extremely sensitive to                [1]. Telehaptic communication finds potential applications in
packet loss and jitter, the primary consequences of                    a wide variety of other domains as well, like telemaintenance,
network congestion. Existing studies have established the              and remote disaster management to name a few.
Quality of Service (QoS) conditions that need to be                       Figure 1 depicts a typical telehaptic communication
guaranteed for smooth telehaptic communication.                        framework over a shared network. The human operator (OP),
Specifically, the telehaptic communication can tolerate no             using the force, audio, and video feedback from the remote
more than 10% packet loss and 10 ms jitter. In this paper,             environment, makes certain movements in an attempt to
we conduct a detailed investigation of the impact of TCP               interact with and/or manipulate a remote physical object. The
cross-traffic (pre-dominant traffic on shared networks) on             position and velocity signals thus generated are transmitted to
telehaptic packet loss and jitter. The important                       the remote environment via the forward channel. The robotic
contribution of our study is twofold. Firstly, we discover             teleoperator (TOP) at the remote location utilizes these
that even during scenarios where the long term average                 coordinates in order to replicate OP’s movements accurately.
packet loss is comfortably below its QoS limit, the                    Any contact between the remote object and the TOP generates
instantaneous loss can far exceed this limit. Secondly, we             forces, which are transmitted back to the OP along with audio
demonstrate that the probability of jitter QoS violation               and video feedback on the backward channel. The presence of
increases with the number of concurrent TCP sources in                 haptic feedback has been shown to increase the immersion into
the network. These effects could potentially be harmful to             the remote environment, and further improve the precision of
the telehaptic activity, thereby raising serious concerns on           the telehaptic activity significantly [2].
designing efficient communication frameworks for
minimizing telehaptic packet loss and jitter on shared
networks.
   Keywords: Telehaptic communication, QoS, shared
network, packet loss, jitter
                     I. INTRODUCTION
   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,              Fig. 1. Schematic representation of a telehaptic communication
weight, texture, hardness, smell, and so on. The touch                    framework depicting the signal exchange between the human
perception forms an integral part of our sensory mechanism.                      operator (OP) and the robotic teleoperator (TOP).
When an object is held, it exerts certain forces on the hand.
The muscles and the joints of the hand capture these forces and            Naturally, such highly sensitive operations necessitate
they are then transmitted to the brain, generating a perception        accurate replication of the OP’s movements by the TOP, and
map of the object. This sensory mechanism is the fundamental           also timely delivery of the feedback signals to the OP. For
driving force behind the innumerous forms of seamless                  example, large delays in haptic feedback result in sluggish
interaction between humans and the physical world. Life                perception of the patient’s body, thereby (potentially) leading
would be lot harder if one was to light a matchstick, drive a          to a wrong action by the surgeon. Additionally, large telehaptic
car, or play a game of golf without the ability to feel the            jitter leads to perceiving the same remote object as having
physical object.                                                       variable mass, which is absurd. Note that jitter refers to the
   Haptics relates to the science behind the different                 variation in the packet delays. High packet losses may cause
mechanisms of perception of real objects through the sense of          improper replication of the OP’s movements accurately and/or
touch. The deep research insights in this field have led to the        OP being severely deprived of the feedback signals. Both these
design of elegant electro-mechanical systems that have                 scenarios could have catastrophic effects on the ongoing
enabled us to interact and manipulate virtual as well as remote        telehaptic activity. Note that the packet loss in the network is a
objects through the feeling of touch.                                  consequence of queue overflows during congestion. These
   Telehaptic communication – the science of coding, and               effects can, at times, cause irreparable damage to the patient.
subsequent transmission of haptic signals over a network – has         Hence, the communication network that transfers the
witnessed rapid progress over the past decade. Such                    telehaptic feedback plays an instrumental role in determining
communication has been envisaged to redefine the way we                the quality of the telehaptic interaction.
interact with a remote world. For example, a surgeon could                 Experimental studies, such as [3], have demonstrated that
perform telesurgery on a distant patient through a robotic             the human perception of haptic feedback can tolerate a




                         ACIT 2018, June 1-3, 2018, Ceske Budejovice, Czech Republic
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maximum packet loss and jitter of not more than 10% and 10                underutilization the network resources. The TCP source
ms, respectively. This means that the perception of the remote            increases its data rate until it detects a packet loss (indicating
environment is not hampered even if at least 90% of the                   congestion). In response, it reduces the data rate in order to
telehaptic samples reach the OP/TOP with a jitter of no more              relieve the network, and thereby achieve congestion control.
than 10 ms. These telehaptic packet loss and jitter constraints           Once the source detects that the network is free, it begins to
that need to be satisfied for a seamless telehaptic activity are          increase the data rate, and this cycle continues. As can be
collectively known as Quality of Service (QoS). For a smooth              observed, the TCP source relies heavily on the packet loss in
telehaptic activity, the network needs to guarantee QoS-                  the network in order to learn the available network bandwidth.
compliance at all times. In general, QoS violations lead to               In fact, the working principle of TCP is itself based on
deteriorated perception of the remote environment, as                     inducing packet loss in the network. This behavior naturally
explained previously.                                                     impacts the concurrent streams in the network. In addition, the
    It is important to note that the work in [3] treats the packet        data rate variation of TCP also introduces jitter that negatively
loss as a time-average entity. In other words, the work in [3]            affects the telehaptic activity. In this work, we are interested in
averages packet losses over an entire telehaptic session; the             studying whether these packet loss and jitter effects of TCP
authors discovered that when this long term average packet                have any notable impact on QoS-compliance of the telehaptic
loss exceeds 10%, the users started perceiving an unacceptable            stream.
deterioration in the perception of the remote environment.                   In this paper, we intend to study the impact of multiple TCP
Note that the long term average packet loss refers to the                 cross-traffic sources on a telehaptic stream. The objective of
average of the packet loss measured over the entire duration of           this investigation is to gain insights into the characteristics of
the telehaptic session. It is worth noting that this work does not        the instantaneous telehaptic packet loss and jitter under the
consider the characteristics of the instantaneous loss while              influence of coexisting TCP cross-traffic sources. The
establishing 10% as the packet loss criteria for smooth                   contribution of our work is as follows.
perception.                                                               (i) We demonstrate that in a wide range of settings, even
    It is important to remark that in a real world scenario the           though the long term average packet loss meets the QoS
perception of remote objects (potentially) depends on the                 criteria, the instantaneous packet loss can be much higher.
instantaneous packet loss rather than the long term average               (ii) We show that the peak telehaptic jitter can far exceed the
loss. For example, in a few network settings the instantaneous            10 ms deadline for standard network settings, and hence is
packet loss is way higher than 10% (see Figures 4 and 5)                  extremely prone to QoS violations.
despite its long term average value being below 10%. This                    The remainder of the paper is organized as follows. In
means that a vast majority of the telehaptic samples (up to 80%           Section II, we discuss in brief a few prior works available in
in our simulations) do not reach the destination. As per the              the literature related to the interplay between TCP and
claim in [3], this implies that even when all packets (100%)              telehaptic streams. Section III describes the detailed
are lost over a certain interval, the users do not feel any               simulation setup that we designed for our investigation. In
perceptual degradation. This is incorrect as no haptic feedback           Section IV, we present the results of our experiments, and in
leads to improper perception of the remote world. Therefore,              Section V, we state our conclusions and mention potential
the instantaneous packet loss, and not the long term average              directions for future research.
loss, is a more relevant performance metric from the
standpoint of perception in any telehaptic communication.                                      II. RELATED WORK
    A telehaptic stream on a shared network, like the Internet,              Only a handful of works have attempted to study the
has to contend with other cross-traffic streams that are                  behavior of telehaptic streams on a shared network [6, 7, 8].
concurrently being served by the network. Hence, it is crucial            Although these works considered network cross-traffic in their
to study the influence of the coexisting cross-traffic streams on         performance evaluation, negligible attention is paid to the TCP
the telehaptic stream in terms of instantaneous packet loss and           streams that form a major component of the overall cross-
jitter. On a shared network, the telehaptic stream is guaranteed          traffic. A recent work [9] conducted a comprehensive analysis
to encounter Transmission Control Protocol (TCP) traffic                  of the effects of a single TCP stream on the long term average
since TCP amounts to over 90% of the overall traffic [4]. TCP             telehaptic packet loss as well as jitter. However, this work
provides a reliable data communication mode, and hence                    investigates ignores the instantaneous packet loss. As
forms the cornerstone of a wide variety of Internet services that         explained earlier, the instantaneous packet loss forms a more
require reliable transfer of data, such as email, file transfer,          important performance metric than the long term average
web browsing, and video streaming applications like YouTube,              measure. Furthermore, this analysis confines the number of
and Netflix.                                                              concurrent TCP streams to one. Hence, the effect of multiple
    For our investigation in this paper, we consider a specific           TCP streams on telehaptic loss and jitter remains unexplored
flavor of TCP named TCP NewReno [5]. TCP NewReno (or                      in this work.
any TCP source in general) is a rate-adaptive transport layer
protocol that controls its transmission rate depending on the                               III. SIMULATION SETUP
congestion level in the network. The TCP source uses packet                  In this section, we give a detailed description of the
loss as an indicator of congestion. Based on the packet loss as           experimental settings considered in our simulations. The goal
detected by the source, the data rate is adapted to match the             of this section is to develop an understanding of the dynamics
available network bandwidth, and thereby eschew                           of interplay between TCP and telehaptic streams when the two




                          ACIT 2018, June 1-3, 2018, Ceske Budejovice, Czech Republic
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traffic types share a single bottleneck link. We carry out our                          We now move to studying the behavior of the instantaneous
investigation using NS3 – a discrete event network simulator                         telehaptic packet loss for a specific value of n for which the
[10]. We use the single bottleneck network topology as shown                         average loss meets the telehaptic packet loss criteria. For this
in Figure 2. H 1 and H 2 are the OP and the TOP, respectively,                       purpose, we choose n = 10. Note, from Figure 3, that the long
of the telehaptic communication framework shown in Figure                            term average loss for n = 10 is approximately 10%. From
1. [S 1 , …, S n ] and [R 1 , …, R n ] are the sets of n TCP sources                 Figure 4, it can be seen that the instantaneous telehaptic packet
and receivers, respectively. L 1 is the bottleneck link on the                       loss varies rapidly between 0 and 50%. In addition to the peak
forward channel. Note that the data rate variation of TCP                            loss measurement of 50%, it can also be seen that the packet
influenced the queue occupancy at B 1 , the router at the ingress                    loss QoS criteria gets violated regularly. Although we report
of L 1 . As mentioned earlier, the TCP sources employ                                the instantaneous packet loss only for n = 10, we observe
NewReno congestion control scheme. For telehaptic                                    similar behavior for other values of n as well. In short, even
communication, we leverage the protocol proposed in [8]. It                          though the long term average packet loss meets the QoS
can be shown that in presence of TCP NewReno sources, a                              criteria, the instantaneous loss can be significantly higher. This
telehaptic source employing the protocol in [8] generates                            confirms our conjecture that the instantaneous packet loss
packets at the rate of 250 per second. The packet scheduling at                      should be considered as the performance metric rather than the
the network queues is based on the standard droptail                                 long term average packet loss.
mechanism.




 Fig. 2. Single bottleneck network topology used in our simulations.
   Notations: H 1 and H 2 – operator and teleoperator in telehaptic
communication, respectively; [S 1 ,..., S n ] – TCP sources; [R 1 ,..., R n ]         Fig. 3. Evolution of long term average telehaptic packet loss as a
 – TCP receivers; L 1 – bottleneck link; B 1 – router at the ingress of                            function of the number of TCP sources.
                            bottleneck link.
                                                                                       It is important to remark that even though the interval over
   The propagation delay of each link is set to 5 ms, and hence                      which the QoS violation occurs is small (a maximum of 300
the one-way propagation delay between a source and its                               ms), this could potentially have severe artifacts considering the
corresponding receiver is 15 ms. The channel capacity of L 1 is                      scale of sensitivity that a telehaptic activity, like telesurgery,
set to 3 Mbps. The access links to L 1 have high capacities of 5                     requires.
Gbps. The queue size at the B 1 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 [1, 10]. 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.
   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.
                                                                                          Fig. 4. Instantaneous telehaptic packet loss n = 10 showing
                             IV. RESULTS                                                significant overshoot compared to its long term average value.
   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.
   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 < 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.                                        Fig. 5. Variation of peak instantaneous telehaptic packet loss as a
                                                                                           function of the number of TCP sources in the network.




                               ACIT 2018, June 1-3, 2018, Ceske Budejovice, Czech Republic
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    Having seen the instantaneous loss, we now turn towards                                   V. CONCLUSIONS
determining the peak instantaneous telehaptic packet loss in
the simulations. Figure 5 shows the variation of the peak                   In this paper, we conducted an extensive investigation of the
packet loss in the considered range of n. It can indeed be               interplay between TCP NewReno and telehaptic streams. We
observed that the instantaneous packet losses are substantially          demonstrated that even though the long term average
higher despite the long term average packet loss complying to            telehaptic packet loss satisfies the QoS criteria, the
the QoS requirement. Therefore, we demonstrate through                   instantaneous loss can far exceed the QoS limit of 10%.
experiments that any guarantees on the long term average                 Additionally, we showed that the telehaptic stream faces
packet loss do not imply any guarantees on the peak                      extreme jitter QoS violations for TCP packets of standard
instantaneous packet loss. This suggests that in order to ensure         sizes. Hence, we conclude that it is crucial to monitor and
a seamless telehaptic activity, one must design communication            control the number of TCP streams, as well as the size of TCP
frameworks that can provide QoS guarantees on the                        packets in order to achieve seamless telehaptic communication
instantaneous telehaptic packet loss.                                    on a shared network.
    It has been shown in the past that smaller telehaptic packets           In a future version of this article, we intend to propose a
(relative to TCP packets) are less susceptible to losses [9].            telehaptic communication framework that mitigates the
Specifically, the experiments in [9] reveal that the telehaptic          detrimental effects of TCP sources. Also, studying the effects
packets of size 137 B are rarely dropped by the network queues           of other variants of TCP on telehaptic stream could be another
in presence of a single TCP source that transmits packets of             interesting avenue for future research.
size 578 B. Hence, one potential solution for mitigating the                                     REFERENCES
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                            ACIT 2018, June 1-3, 2018, Ceske Budejovice, Czech Republic