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Dive into the research topics where Sreekrishna Pandi is active.

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Featured researches published by Sreekrishna Pandi.


IEEE Access | 2017

Caterpillar RLNC (CRLNC): A Practical Finite Sliding Window RLNC Approach

Simon Wunderlich; Frank Gabriel; Sreekrishna Pandi; Frank H. P. Fitzek; Martin Reisslein

Random linear network coding (RLNC) is a popular coding scheme for improving communication and content distribution over lossy channels. For packet streaming applications, such as video streaming and general IP packet streams, recent research has shown that sliding window RLNC approaches can reduce the in-order delay compared with block-based RLNC. However, existing sliding window RLNC approaches have prohibitive computational complexity or require feedback from the receivers to the sender. We introduce caterpillar RLNC (CRLNC), a practical finite sliding window RLNC approach that does not require feedback. CRLNC requires only simple modifications of the encoded packet structure and elementary pre-processing steps of the received coded packets before feeding the received coding coefficients and symbols into a standard block-based RLNC decoder. We demonstrate through extensive simulations that CRLNC achieves the reliability and low computational complexity of block-based RLNC, while achieving the low in-order delays of sliding window RLNC.


2017 Wireless Days | 2017

We don't need no generation - a practical approach to sliding window RLNC

Simon Wunderlich; Frank Gabriel; Sreekrishna Pandi; Frank H. P. Fitzek

Random Linear Network Coding (RLNC) is a popular coding scheme to improve communication over lossy channels. For packet streaming applications (video streaming, general IP streams), recent research has shown that sliding window schemes can improve in-order delay properties compared to the block/-generation based coding. However, implementing sliding window RLNC with a limited coding window poses new challenges in both theoretical and engineering aspects. We introduce the first practical generation-less sliding window RLNC scheme, which is built on existing generation based coders. Through discrete simulation and a proof of concept implementation, we show that, the in-order delay can be improved compared to generation based schemes while retaining the reliability, computational complexity and overhead.


IEEE Access | 2017

PACE: Redundancy Engineering in RLNC for Low-Latency Communication

Sreekrishna Pandi; Frank Gabriel; A G Juan Cabrera; Simon Wunderlich; Martin Reisslein; Frank H. P. Fitzek

Random linear network coding (RLNC) is attractive for data transfer as well as data storage and retrieval in complex and unreliable settings. The existing systematic RLNC approach first sends all source symbols in a generation without encoding followed by the coded redundant packets at the tail of the generation. This systematic tail RLNC achieves low delay when packet drops are rare; however, recovery of any dropped source symbol requires to wait for the coded packets at the end of the generation. We propose and evaluate a novel PACE RLNC approach that paces the transmissions of coded redundant packets throughout the generation of source symbols. The paced coded packets enable the recovery of dropped source symbols without waiting for the tail end of the generation. More specifically, we propose PACE-Uniform, which uniformly intersperses individual coded packets throughout the generation, and PACE-Burst, which intersperses bursts of code packets. Our extensive simulation evaluations indicate that PACE-Uniform significantly reduces the mean source symbol delay compared to tail RLNC, while achieving nearly the same loss probability. We also demonstrate that PACE-Burst generalizes the concept of pacing the redundant packet transmissions and can be flexibly tuned between PACE-Uniform and the conventional tail RLNC by controlling the number of coded packets in a burst.


consumer communications and networking conference | 2017

Demonstration of mobile edge cloud for tactile Internet using a 5G gaming application

Sreekrishna Pandi; Robert-Steve Schmoll; Patrik J. Braun; Frank H. P. Fitzek

This proposal for demonstration focuses on the realization of the mobile edge cloud for low latency 5G applications by means of a game to engage the audience. Through the use of intelligent application level migration techniques, we demonstrate an agile migration of a tron-like game between multiple potential edge cloud servers, while the game is running, with uninterrupted user interaction. The following demonstrator marks one of the first implementations of mobile edge cloud as a 5G enabling technology, while conveying the significance of latency in real time applications.


consumer communications and networking conference | 2017

On the study and deployment of mobile edge cloud for tactile Internet using a 5G gaming application

Patrik J. Braun; Sreekrishna Pandi; Robert-Steve Schmoll; Frank H. P. Fitzek

Future applications such as driverless cars, industrial Internet and smart grids will demand high bandwidth, resilience, security and low latency communication at the same time. Those technical requirements will be met by the 5G communication system, which is not only focusing on the future air interface but also the deployment in the core network. The paradigm shift from agnostic store-and-forward towards intelligent networks paves the ground for the mobile edge cloud — a concept to not only place cloud computing in close proximity to the users or things, such as in the base stations or even in access points in the houses, but also move the cloud with the user as the device moves along the network. This would enable minimum latency services, which require advanced migration techniques that facilitate not just quick but very frequent migrations. In this paper, we study and compare the state of the art migration techniques offered by virtualization tools like docker and KVM and propose an application level migration protocol that eliminates the drawbacks of the former. We also present the implementation of the proposed protocol in a latency sensitive gaming application, where the server is migrated live during the gameplay between hosts, transparently to the users, as a proof of concept and study the handover in detail.


global communications conference | 2016

Joint Design of Communication and Control for Connected Cars in 5G Communication Systems

Sreekrishna Pandi; Frank H. P. Fitzek; Christopher Lehmann; David Nophut; Domokos Kiss; Viktor Kovacs; Akos Nagy; Gabor Csorvasi; Miklos Toth; Tamas Rajacsis; Hassan Charaf; Rainer Liebhart


european wireless conference | 2015

Sending Policies in Dynamic Wireless Mesh Using Network Coding

Sreekrishna Pandi; Frank H. P. Fitzek; Jeppe Pihl; Morten Videbæk Pedersen; Daniel E. Lucani


consumer communications and networking conference | 2018

Reliable low latency wireless mesh networks — From Myth to reality

Sreekrishna Pandi; Simon Wunderlich; Frank H. P. Fitzek


international symposium on power line communications and its applications | 2018

Reliable feedback mechanisms for routing protocols with network coding

Ievgenii Tsokalo; Frank Gabriel; Sreekrishna Pandi; Frank H. P. Fitzek; Ralf Lehnert


consumer communications and networking conference | 2018

Massive video multicasting in cellular networks using network coded cooperative communication

Sreekrishna Pandi; Roberto Torre Arranz; Giang T. Nguyen; Frank H. P. Fitzek

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Frank H. P. Fitzek

Dresden University of Technology

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Simon Wunderlich

Dresden University of Technology

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Robert-Steve Schmoll

Dresden University of Technology

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Giang T. Nguyen

Dresden University of Technology

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Patrik J. Braun

Budapest University of Technology and Economics

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A G Juan Cabrera

Dresden University of Technology

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Gerhard P. Fettweis

Dresden University of Technology

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