As part of a broader organisational restructure, data networking research at Swinburne University of Technology has moved from the Centre for Advanced Internet Architecture (CAIA) to the Internet For Things (I4T) Research Lab.

Although CAIA no longer exists, this website reflects CAIA's activities and outputs between March 2002 and February 2017, and is being maintained as a service to the broader data networking research community.


This page is part of the GENIUS project.

4 Player Game

Date: 11/07/02
Server: Xbox A
Map: Battle Creek
Game Type: Team Slayer
Duration: 49 mins

Inter-packet Arrival Times
Figure 14.

Figure 15.

For traffic flowing from the Server (Xbox A) to the Client (Xbox B), it can be observed from Figures 14 and 15 that there is only one dominant Inter-packet arrival time at 40ms. It is also interesting to note that approximately 1% of packets are sent back to back (Figure 15), along with the low distribution of packets arriving greater than and less than 40ms.

Figure 16.

Figure 17.

For the Client (Xbox B) to Server (Xbox A) it can be observed from Figures 16 and 17 that there is one dominant Inter-packet arrival at 40ms with a low distribution of packets arriving between 0ms and 40ms.

Packet Lengths
Server packet lengths were consistently 216 bytes.
Client packet lengths were 72 bytes 16.55% of the time and 136 bytes for the remaining period.
Packets Per Game

Total Packets from Server Console: 75576
Total Packets from Client Console: 90591



 

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