20,877 research outputs found

    5GNOW: Challenging the LTE Design Paradigms of Orthogonality and Synchronicity

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    LTE and LTE-Advanced have been optimized to deliver high bandwidth pipes to wireless users. The transport mechanisms have been tailored to maximize single cell performance by enforcing strict synchronism and orthogonality within a single cell and within a single contiguous frequency band. Various emerging trends reveal major shortcomings of those design criteria: 1) The fraction of machine-type-communications (MTC) is growing fast. Transmissions of this kind are suffering from the bulky procedures necessary to ensure strict synchronism. 2) Collaborative schemes have been introduced to boost capacity and coverage (CoMP), and wireless networks are becoming more and more heterogeneous following the non-uniform distribution of users. Tremendous efforts must be spent to collect the gains and to manage such systems under the premise of strict synchronism and orthogonality. 3) The advent of the Digital Agenda and the introduction of carrier aggregation are forcing the transmission systems to deal with fragmented spectrum. 5GNOW is an European research project supported by the European Commission within FP7 ICT Call 8. It will question the design targets of LTE and LTE-Advanced having these shortcomings in mind and the obedience to strict synchronism and orthogonality will be challenged. It will develop new PHY and MAC layer concepts being better suited to meet the upcoming needs with respect to service variety and heterogeneous transmission setups. Wireless transmission networks following the outcomes of 5GNOW will be better suited to meet the manifoldness of services, device classes and transmission setups present in envisioned future scenarios like smart cities. The integration of systems relying heavily on MTC into the communication network will be eased. The per-user experience will be more uniform and satisfying. To ensure this 5GNOW will contribute to upcoming 5G standardization.Comment: Submitted to Workshop on Mobile and Wireless Communication Systems for 2020 and beyond (at IEEE VTC 2013, Spring

    Mobile Online Gaming via Resource Sharing

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    Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach for the support of mobile Multiplayer Online Games (MOGs). In mobile environments, several features might be exploited to enable resource sharing among multiple devices / game consoles owned by different mobile users. We show the advantages of trading computing / networking facilities among mobile players. This operation mode opens a wide number of interesting sharing scenarios, thus promoting the deployment of novel mobile online games. In particular, once mobile nodes make their resource available for the community, it becomes possible to distribute the software modules that compose the game engine. This allows to distribute the workload for the game advancement management. We claim that resource sharing is in unison with the idea of ludic activity that is behind MOGs. Hence, such schemes can be profitably employed in these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012. Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-

    Exploiting P2P in the Creation of Game Worlds

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    Peer-to-peer networks are a promising platform for supporting entirely decentralized, distributed multi-user gaming; however, multi-player games typically require highly predictable performance from the underlying network. This is at odds with the inherently unreliable nature of peer-to-peer environments. Existing approaches to providing peer-to-peer support for multi-player gaming focus on compensating for the unpredictability of the underlying network. We propose that rather than trying to compensate for these factors, they can be exploited together with information about the peer-to-peer network in order to address the problem of maintaining a novel gaming experience in the absence of a central authority. In order to explore our proposition, we model the measurable properties of P2P networks within a distributed multi-player game – NetWorld. We do this in such a way that the heterogeneous and unpredictable nature of the peer-to-peer environment becomes a positive part of the player’s experience

    Management system requirements for wireless systems beyond 3G

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    This paper presents a comprehensive description of various management system requirements for systems beyond 3G, which have been identified as a result of the Software Based Systems activities within the Mobile VCE Core 2 program. Specific requirements for systems beyond 3G are discussed and potential technologies to address them proposed. The analysis has been carried out from network, service and security viewpoints
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