## 5 Experimentation and Discussion  
In order to study the performance of Scalable Video streaming over wireless networks, we chose OMNeT++ tool [9], and, for encoding and decoding the video sequences, Joint Scalable Video Module (JSVM) tool with version 9.18 [8] was used. The OMNeT++ is a simulator which supports the connection of real devices to a simulation environment. Hence, real network applications, such as VLC streaming, can be used. JSVM is a reference software developed by Joint Video Team (JVT). It supports up and down-sampling, SVC encoding and decoding, and bit-stream extraction of video data. In this experimental study, video sequences are encoded for 3 temporal levels, 3 spatial levels, and 2 quality levels. The frame rates considered are 15 fps, 30 fps, and 60 fps, which are represented by value T. In spatial scalability, 480p, 720p, and 1080p standard resolutions are considered. The value of D denotes the spatial level. The quality scalability Q denotes 2 levels of video quality, which is achieved by considering 2 different quantization levels. Table 1 represents the video levels and bitrates of each level that are considered in this experimental study. The network scenario and parameters considered in this experimentation are as shown in Table 2.  
\begin{table}
\begin{tabular}{c c c c c c} \hline \hline
**Layer** & **Resolution (W\(\times\)H)** & **Frameate (fps)** & **Bosphorus Bitrate (kbps)** & **Jockey Bitrate (kbps)** & **Honeybee Bitrate (kbps)** & **(D,T,Q)** \\ \hline L0 & 864\(\times\)480 & 15 & 1229.60 & 4585.00 & 7947.00 & (0,0,0) \\ L1 & 864\(\times\)480 & 30 & 1404.00 & 7781.00 & 13,055.00  
The wireless networking environment is created using OMNeT++ Tool, as shown in Figure 5. The source and destination nodes of the simulation environment are attached to the real computer device. The node mobilities are predefined in the OMNeT++ Tool and the same used to study the performances of the video streaming. To realize the wireless environment, background communications using UDP were used. The UDP communication is set in such a way that, periodically, a device broadcasts 100 kB data, and, additionally, routing consumes resources for route management. The variation in the network resources influences the delivery of the video data packets, and that is studied in this experimental work. The video streaming is carried with the help of a VLC media player at source and destination. The VLC player is used for generating the stream-ready video data and then streaming over the simulation environment. It uses Real Time Streaming Protocol (RTSP) and UDP protocols for streaming over the network. In addition, the VLC is used to capture the video sequence at the receiver side. Since VLC does not support SVC encoding and \begin{table}
\begin{tabular}{c c} \hline Simulation area (m \(\times\) m) & 1000 \(\times\) 1000 \\ \hline Simulation time (s) & 100 \\ \hline Number of nodes & 25 \\ \hline MAC layer protocol & IEEE 802.11 \\ \hline Transmission range (m) & 200 \\ \hline Maximum velocity (m/s) & 25 \\ \hline Physical Wireless Layer & IEEE 802.11b \\ \hline Routing Protocol & AODV \\ \hline Bandwidth between links (Mbps) & 24, 48 \\ \hline \end{tabular}
\end{table} 
Table 2: Simulation Parameters. Figure 5: Simulation setup. decoding, we use VLC for streaming and capturing only. The Packet Delivery Ratio is calculated using Wireshark and also OMNeT++ tool, where total packets transmitted and received are considered. Figure 6 depicts the PDR obtained for streaming Bosphours video over a wireless network. Here, bandwidth variations with 24 Mbps and 48 Mbps are considered for streaming the video sequences. From the result, it is evident that a wireless network having 48 Mbps can transmit a fully scalable video sequence that has all scalable levels. As there are background communications to keep the network active and ready for communication, the portion of the network bandwidth is allocated for network routing overheads.