302 research outputs found

    Modeling Profit of Sliced 5G Networks for Advanced Network Resource Management and Slice Implementation

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    The core innovation in future 5G cellular networksnetwork slicing, aims at providing a flexible and efficient framework of network organization and resource management. The revolutionary network architecture based on slices, makes most of the current network cost models obsolete, as they estimate the expenditures in a static manner. In this paper, a novel methodology is proposed, in which a value chain in sliced networks is presented. Based on the proposed value chain, the profits generated by different slices are analyzed, and the task of network resource management is modeled as a multiobjective optimization problem. Setting strong assumptions, this optimization problem is analyzed starting from a simple ideal scenario. By removing the assumptions step-by-step, realistic but complex use cases are approached. Through this progressive analysis, technical challenges in slice implementation and network optimization are investigated under different scenarios. For each challenge, some potentially available solutions are suggested, and likely applications are also discussed

    60 GHz MAC Standardization: Progress and Way Forward

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    Communication at mmWave frequencies has been the focus in the recent years. In this paper, we discuss standardization efforts in 60 GHz short range communication and the progress therein. We compare the available standards in terms of network architecture, medium access control mechanisms, physical layer techniques and several other features. Comparative analysis indicates that IEEE 802.11ad is likely to lead the short-range indoor communication at 60 GHz. We bring to the fore resolved and unresolved issues pertaining to robust WLAN connectivity at 60 GHz. Further, we discuss the role of mmWave bands in 5G communication scenarios and highlight the further efforts required in terms of research and standardization

    Models and Methods for Network Selection and Balancing in Heterogeneous Scenarios

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    The outbreak of 5G technologies for wireless communications can be considered a response to the need for widespread coverage, in terms of connectivity and bandwidth, to guarantee broadband services, such as streaming or on-demand programs offered by the main television networks or new generation services based on augmented and virtual reality (AR / VR). The purpose of the study conducted for this thesis aims to solve two of the main problems that will occur with the outbreak of 5G, that is, the search for the best possible connectivity, in order to offer users the resources necessary to take advantage of the new generation services, and multicast as required by the eMBMS. The aim of the thesis is the search for innovative algorithms that will allow to obtain the best connectivity to offer users the resources necessary to use the 5G services in a heterogeneous scenario. Study UF that allows you to improve the search for the best candidate network and to achieve a balance that allows you to avoid congestion of the chosen networks. To achieve these two important focuses, I conducted a study on the main mathematical methods that made it possible to select the network based on QoS parameters based on the type of traffic made by users. A further goal was to improve the computational computation performance they present. Furthermore, I carried out a study in order to obtain an innovative algorithm that would allow the management of multicast. The algorithm that has been implemented responds to the needs present in the eMBMS, in realistic scenarios

    On the effectiveness of an optimization method for the traffic of TCP-based multiplayer online games

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    This paper studies the feasibility of using an optimization method, based on multiplexing and header compression, for the traffic of Massively Multiplayer Online Role Playing Games (MMORPGs) using TCP at the Transport Layer. Different scenarios where a number of flows share a common network path are identified. The adaptation of the multiplexing method is explained, and a formula of the savings is devised. The header compression ratio is obtained using real traces of a popular game and a statistical model of its traffic is used to obtain the bandwidth saving as a function of the number of players and the multiplexing period. The obtained savings can be up to 60 % for IPv4 and 70 % for IPv6. A Mean Opinion Score model from the literature is employed to calculate the limits of the multiplexing period that can be used without harming the user experience. The interactions between multiplexed and non-multiplexed flows, sharing a bottleneck with different kinds of background traffic, are studied through simulations. As a result of the tests, some limits for the multiplexing period are recommended: the unfairness between players can be low if the value of the multiplexing period is kept under 10 or 20 ms. TCP background flows using SACK (Selective Acknowledgment) and Reno yield better results, in terms of fairness, than Tahoe and New Reno. When UDP is used for background traffic, high values of the multiplexing period may stress the unfairness between flows if network congestion is severe
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