@inproceedings {Halvorsen.2006.1,
	title = {Programmable Subsystems: a Traffic Shaping \& Packet Prioritizing Case Study},
	journal = {International Network Conference (INC 2006)},
	year = {2006},
	month = {July},
	pages = {97-104},
	publisher = {University of Plymouth},
	type = {Conference},
	abstract = {Due to a faster speed increase of networks than processors, we have today a trend towards the distribution of functionality and workload for network processing on several processing units. For this purpose, network processors are being developed which are special processor architectures aimed for demanding networking tasks such as backbone routing and switching. In this paper, we investigate the possibility of improving the scalability of intermediate nodes by offloading the packet processing workload on the host, and in particular, we present a traffic shaper and packet prioritizer implemented on the Intel IXP2400.},
	isbn = {1-84102-157-1},
	author = {Halvorsen, P{\r a}l and {\O}ystein Yri {Sunde} and Petlund, Andreas and Griwodz, Carsten},
	editor = {Furnell, Steven and Dowland, Paul}
}
@inproceedings {Majewski.2006.1,
	title = {Translating Latency Requirements Into Resource Requirements for Game Traffic},
	journal = {International Network Conference (INC 2006)},
	year = {2006},
	month = {July},
	pages = {113-120},
	publisher = {University of Plymouth},
	type = {Conference},
	abstract = {Networked multi-player games constitute a demanding class of interactive distributed multimedia applications with very high commercial relevance. As such, they attract a growing number of researchers in multimedia networking. Most games use a client-server architecture, mainly to prevent cheating. By analyzing the traffic of such games, we confirm that individual client-server flows consume relatively little bandwidth. Thus latency, rather than bandwidth, is the critical parameter when provisioning this class of applications. In order for commercial game services to ensure low-latency operation, resource reservation must be explored. In this paper, we investigate options for a DiffServ-style reservation on part of the path between a game server and sets of clients. We show how a token bucket shaper can be parameterized based on a target end-to-end latency, and discuss the implications for a network infrastructure. We use the shaper to quantify the burstiness of game traffic and the correlation between individual flows, with a view to the limitations this imposes on resource reservation for aggregate (multiplexed) flows.},
	isbn = {1-84102-157-1},
	author = {Majewski, Chris and Griwodz, Carsten and Halvorsen, P{\r a}l},
	editor = {Furnell, Steven and Dowland, Paul}
}
