33 research outputs found

    D13.2 Techniques and performance analysis on energy- and bandwidth-efficient communications and networking

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    Deliverable D13.2 del projecte europeu NEWCOM#The report presents the status of the research work of the various Joint Research Activities (JRA) in WP1.3 and the results that were developed up to the second year of the project. For each activity there is a description, an illustration of the adherence to and relevance with the identified fundamental open issues, a short presentation of the main results, and a roadmap for the future joint research. In the Annex, for each JRA, the main technical details on specific scientific activities are described in detail.Peer ReviewedPostprint (published version

    Enabling Technology in Optical Fiber Communications: From Device, System to Networking

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    This book explores the enabling technology in optical fiber communications. It focuses on the state-of-the-art advances from fundamental theories, devices, and subsystems to networking applications as well as future perspectives of optical fiber communications. The topics cover include integrated photonics, fiber optics, fiber and free-space optical communications, and optical networking

    D13.1 Fundamental issues on energy- and bandwidth-efficient communications and networking

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    Deliverable D13.1 del projecte europeu NEWCOM#The report presents the current status in the research area of energy- and bandwidth-efficient communications and networking and highlights the fundamental issues still open for further investigation. Furthermore, the report presents the Joint Research Activities (JRAs) which will be performed within WP1.3. For each activity there is the description, the identification of the adherence with the identified fundamental open issues, a presentation of the initial results, and a roadmap for the planned joint research work in each topic.Preprin

    Study on Air Interface Variants and their Harmonization for Beyond 5G Systems

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    [ES] La estandarización de la Quinta Generación de redes móviles o 5G, ha concluido este año 2020. No obstante, en el año 2014 cuando la ITU empezó el proceso de estandarización IMT-2020, una de las principales interrogantes era cuál sería la forma de onda sobre la cual se construiría la capa física de esta nueva generación de tecnologías. El 3GPP se comprometió a entregar una tecnología candidata al proceso IMT-2020, y es así como dentro de este proceso de deliberación se presentaron varias formas de onda candidatas, las cuales fueron evaluadas en varios aspectos hasta que en el año 2016 el 3GPP tomó una decisión, continuar con CP-OFDM (utilizada en 4G) con numerología flexible. Una vez decidida la forma de onda, el proceso de estandarización continuó afinando la estructura de la trama, y todos los aspectos intrínsecos de la misma. Esta tesis acompañó y participó de todo este proceso. Para empezar, en esta disertación se evaluaron las principales formas de onda candidatas al 5G. Es así que se realizó un análisis teórico de cada forma de onda, destacando sus fortalezas y debilidades, tanto a nivel de implementación como de rendimiento. Posteriormente, se llevó a cabo una implementación real en una plataforma Software Defined Radio de tres de las formas de onda más prometedoras (CP-OFDM, UFMC y OQAM-FBMC), lo que permitió evaluar su rendimiento en términos de la tasa de error por bit, así como la complejidad de su implementación. Esta tesis ha propuesto también el uso de una solución armonizada como forma de onda para el 5G y sostiene que sigue siendo una opción viable para sistemas beyond 5G. Dado que ninguna de las forma de onda candidatas era capaz de cumplir por sí misma con todos los requisitos del 5G, en lugar de elegir una única forma de onda se propuso construir un transceptor que fuese capaz de construir todas las principales formas de onda candidatas (CP-OFDM, P-OFDM, UFMC, QAM-FBMC, OQAM-FBMC). Esto se consiguió identificando los bloques comunes entre las formas de onda, para luego integrarlos junto con el resto de bloques indispensables para cada forma de onda. La motivación para esta solución era tener una capa física que fuese capaz de cumplir con todos los aspectos del 5G, seleccionando siempre la mejor forma de onda según el escenario. Esta propuesta fue evaluada en términos de complejidad, y los resultados se compararon con la complejidad de cada forma de onda. La decisión de continuar con CP-OFDM con numerología flexible como forma de onda para el 5G se puede considerar también como una solución armonizada, ya que al cambiar el prefijo cíclico y el número de subportadoras, cambian también las prestaciones del sistema. En esta tesis se evaluaron todas las numerologías propuestas por el 3GPP sobre cada uno de los modelos de canal descritos para el 5G (y considerados válidos para sistemas beyond 5G), teniendo en cuenta factores como la movilidad de los equipos de usuario y la frecuencia de operación; para esto se utilizó un simulador de capa física del 3GPP, al que se hicieron las debidas adaptaciones con el fin de evaluar el rendimiento de las numerologías en términos de la tasa de error por bloque. Finalmente, se presenta un bosquejo de lo que podría llegar a ser la Sexta Generación de redes móviles o 6G, con el objetivo de entender las nuevas aplicaciones que podrían ser utilizadas en un futuro, así como sus necesidades. Completado el estudio llevado a cabo en esta tesis, se puede afirmar que como se propuso desde un principio la solución, tanto para el 5G como para beyond 5G, la solución es la armonización de las formas de onda. De los resultados obtenidos se puede corroborar que una solución armonizada permite alcanzar un ahorro computacional entre el 25-40% para el transmisor y del 15-25% para el receptor. Además, fue posible identificar qué numerología CP-OFDM es la más adecuada para cada escenario, lo que permitiría optimizar el diseño y despliegue de las redes 5G. Esto abriría la puerta a hacer lo mismo con el 6G, ya que en esta tesis se considera que será necesario abrir nuevamente el debate sobre cuál es la forma de onda adecuada para esta nueva generación de tecnologías, y se plantea que el camino a seguir es optar por una solución armonizada con distintas formas de onda, en lugar de solo una como sucede con el 5G.[CA] L'estandardització de la Quinta Generació de xarxes mòbils o 5G, ha conclòs enguany 2020. No obstant això, l'any 2014 quan la ITU va començar el procés d'estandardització IMT-2020, uns dels principals interrogants era quina seria la forma d'onda sobre la qual es construiria la capa física d'esta nova generació de tecnologies. El 3GPP es va comprometre a entregar una tecnologia candidata al procés IMT-2020, i és així com dins d'este procés de deliberació es van presentar diverses formes d'onda candidates, les quals van ser avaluades en diversos aspectes fins que l'any 2016 el 3GPP va prendre una decisió, continuar amb CP-OFDM (utilitzada en 4G) amb numerología flexible. Una vegada decidida la forma d'onda, el procés d'estandardització va continuar afinant la frame structure (no se m'ocorre nom en espanyol), i tots els aspectes intrínsecs de la mateixa. Esta tesi va acompanyar i va participar de tot este procés. Per a començar, en esta dissertació es van avaluar les principals formes d'onda candidates al 5G. És així que es va realitzar una anàlisi teòrica de cada forma d'onda, destacant les seues fortaleses i debilitats, tant a nivell d'implementació com de rendiment. Posteriorment, es va dur a terme una implementació real en una plataforma Software Defined Radio de tres de les formes d'onda més prometedores (CP-OFDM, UFMC i OQAM-FBMC), la qual cosa va permetre avaluar el seu rendiment en termes de la taxa d'error per bit, així com la complexitat de la seua implementació. Esta tesi ha proposat també l'ús d'una solució harmonitzada com a forma d'onda per al 5G i sosté que continua sent una opció viable per a sistemes beyond 5G. Atés que cap de les forma d'onda candidates era capaç de complir per si mateixa amb tots els requeriments del 5G, en compte de triar una única forma d'onda es va proposar construir un transceptor que fóra capaç de construir totes les principals formes d'onda candidates (CP-OFDM, P-OFDM, UFMC, QAM-FBMC, OQAM-FBMC). Açò es va aconseguir identificant els blocs comuns entre les formes d'onda, per a després integrar-los junt amb la resta de blocs indispensables per a cada forma d'onda. La motivació per a esta solució era tindre una capa física que fóra capaç de complir amb tots els aspectes del 5G, seleccionant sempre la millor forma d'onda segons l'escenari. Esta proposta va ser avaluada en termes de complexitat, i els resultats es van comparar amb la complexitat de cada forma d'onda. La decisió de continuar amb CP-OFDM amb numerología flexible com a forma d'onda per al 5G es pot considerar també com una solució harmonitzada, ja que al canviar el prefix cíclic i el número de subportadores, canvien també les prestacions del sistema. En esta tesi es van avaluar totes les numerologías propostes pel 3GPP sobre cada un dels models de canal descrits per al 5G (i considerats vàlids per a sistemes beyond 5G), tenint en compte factors com la mobilitat dels equips d'usuari i la freqüència d'operació; per a açò es va utilitzar un simulador de capa física del 3GPP, a què es van fer les degudes adaptacions a fi d'avaluar el rendiment de les numerologías en termes de la taxa d'error per bloc. Finalment, es presenta un esbós del que podria arribar a ser la Sexta Generació de xarxes mòbils o 6G, amb l'objectiu d'entendre les noves aplicacions que podrien ser utilitzades en un futur, així com les seues necessitats. Completat l'estudi dut a terme en esta tesi, es pot afirmar que com es va proposar des d'un principi la solució, tant per al 5G com per a beyond 5G, la solució és l'harmonització de les formes d'onda. dels resultats obtinguts es pot corroborar que una solució harmonitzada permet aconseguir un estalvi computacional entre el 25-40% per al transmissor i del 15-25% per al receptor. A més, va ser possible identificar què numerología CP-OFDM és la més adequada per a cada escenari, la qual cosa permetria optimitzar el disseny i desplegament de les xarxes 5G. Açò obriria la porta a fer el mateix amb el 6G, ja que en esta tesi es considera que serà necessari obrir novament el debat sobre quina és la forma d’onda adequada per a esta nova generació de tecnologies, i es planteja que el camí que s’ha de seguir és optar per una solució harmonitzada amb distintes formes d’onda, en compte de només una com succeïx amb el 5G.[EN] The standardization of the Fifth Generation of mobile networks or 5G is still ongoing, although the first releases of the standard were completed two years ago and several 5G networks are up and running in several countries around the globe. However, in 2014 when the ITU began the IMT-2020 standardization process, one of the main questions was which would be the waveform to be used on the physical layer of this new generation of technologies. The 3GPP committed to submit a candidate technology to the IMT-2020 process, and that is how within this deliberation process several candidate waveforms were presented. After a thorough evaluation regarding several aspects, in 2016 the 3GPP decided to continue with CP-OFDM (used in 4G) but including, as a novelty, the use of a flexible numerology. Once the waveform was decided, the standardization process continued to fine-tune the frame structure and all the intrinsic aspects of it. This thesis accompanied and participated in this entire process. To begin with, this dissertation evaluates the main 5G candidate waveforms. Therefore, a theoretical analysis of each waveform is carried out, highlighting its strengths and weaknesses, both at the implementation and performance levels. Subsequently, a real implementation on a Software Defined Radio platform of three of the most promising waveforms (CP-OFDM, UFMC, and OQAM-FBMC) is presented, which allows evaluating their performance in terms of bit error rate, as well as the complexity of its implementation. This thesis also proposes the use of a harmonized solution as a waveform for 5G and argues that it remains a viable option for systems beyond 5G. Since none of the candidate waveforms was capable of meeting on its own with all the requirements for 5G, instead of choosing a single waveform, this thesis proposes to build a transceiver capable of building all the main waveforms candidates (CP-OFDM, P-OFDM, UFMC, QAM-FBMC, OQAM-FBMC). This is achieved by identifying the common blocks between the waveforms and then integrating them with the rest of the essential blocks for each waveform. The motivation for this solution is to have a physical layer that is capable of complying with all aspects of beyond 5G technologies, always selecting the best waveform according to the scenario. This proposal is evaluated in terms of complexity, and the results are compared with the complexity of each waveform. The decision to continue with CP-OFDM with flexible numerology as a waveform for 5G can also be considered as a harmonized solution, since changing the cyclic prefix and the number of subcarriers, changes also the performance of the system. In this thesis, all the numerologies proposed by the 3GPP are evaluated on each of the channel models described for 5G (and considered valid for beyond 5G systems), taking into account factors such as the mobility of the user equipment and the operating frequency. For this, a 3GPP physical layer simulator is used, and proper adaptations are made in order to evaluate the performance of the numerologies in terms of the block error rate. Finally, a sketch of what could become the Sixth Generation of mobile networks or 6G is presented, with the aim of understanding the new applications that could be used in the future, as well as their needs. After the completion of the study carried out in this thesis, it can be said that, as stated from the beginning, for both 5G and beyond 5G systems, the solution is the waveform harmonization. From the results obtained, it can be corroborated that a harmonized solution allows achieving computational savings between 25-40% for the transmitter and 15-25% for the receiver. In addition, it is possible to identify which CP-OFDM numerology is the most appropriate for each scenario, which would allow optimizing the design and deployment of 5G networks. This would open the door to doing the same with 6G, i.e., a harmonized solution with different waveforms, instead of just one as in 5G.Flores De Valgas Torres, FJ. (2020). Study on Air Interface Variants and their Harmonization for Beyond 5G Systems [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/164442TESI

    Proceedings of the 35th WIC Symposium on Information Theory in the Benelux and the 4th joint WIC/IEEE Symposium on Information Theory and Signal Processing in the Benelux, Eindhoven, the Netherlands May 12-13, 2014

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    Compressive sensing (CS) as an approach for data acquisition has recently received much attention. In CS, the signal recovery problem from the observed data requires the solution of a sparse vector from an underdetermined system of equations. The underlying sparse signal recovery problem is quite general with many applications and is the focus of this talk. The main emphasis will be on Bayesian approaches for sparse signal recovery. We will examine sparse priors such as the super-Gaussian and student-t priors and appropriate MAP estimation methods. In particular, re-weighted l2 and re-weighted l1 methods developed to solve the optimization problem will be discussed. The talk will also examine a hierarchical Bayesian framework and then study in detail an empirical Bayesian method, the Sparse Bayesian Learning (SBL) method. If time permits, we will also discuss Bayesian methods for sparse recovery problems with structure; Intra-vector correlation in the context of the block sparse model and inter-vector correlation in the context of the multiple measurement vector problem

    Proceedings of the 35th WIC Symposium on Information Theory in the Benelux and the 4th joint WIC/IEEE Symposium on Information Theory and Signal Processing in the Benelux, Eindhoven, the Netherlands May 12-13, 2014

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    Compressive sensing (CS) as an approach for data acquisition has recently received much attention. In CS, the signal recovery problem from the observed data requires the solution of a sparse vector from an underdetermined system of equations. The underlying sparse signal recovery problem is quite general with many applications and is the focus of this talk. The main emphasis will be on Bayesian approaches for sparse signal recovery. We will examine sparse priors such as the super-Gaussian and student-t priors and appropriate MAP estimation methods. In particular, re-weighted l2 and re-weighted l1 methods developed to solve the optimization problem will be discussed. The talk will also examine a hierarchical Bayesian framework and then study in detail an empirical Bayesian method, the Sparse Bayesian Learning (SBL) method. If time permits, we will also discuss Bayesian methods for sparse recovery problems with structure; Intra-vector correlation in the context of the block sparse model and inter-vector correlation in the context of the multiple measurement vector problem

    Integration of hybrid networks, AI, Ultra Massive-MIMO, THz frequency, and FBMC modulation toward 6g requirements : A Review

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    The fifth-generation (5G) wireless communications have been deployed in many countries with the following features: wireless networks at 20 Gbps as peak data rate, a latency of 1-ms, reliability of 99.999%, maximum mobility of 500 km/h, a bandwidth of 1-GHz, and a capacity of 106 up to Mbps/m2. Nonetheless, the rapid growth of applications, such as extended/virtual reality (XR/VR), online gaming, telemedicine, cloud computing, smart cities, the Internet of Everything (IoE), and others, demand lower latency, higher data rates, ubiquitous coverage, and better reliability. These higher requirements are the main problems that have challenged 5G while concurrently encouraging researchers and practitioners to introduce viable solutions. In this review paper, the sixth-generation (6G) technology could solve the 5G limitations, achieve higher requirements, and support future applications. The integration of multiple access techniques, terahertz (THz), visible light communications (VLC), ultra-massive multiple-input multiple-output ( μm -MIMO), hybrid networks, cell-free massive MIMO, and artificial intelligence (AI)/machine learning (ML) have been proposed for 6G. The main contributions of this paper are a comprehensive review of the 6G vision, KPIs (key performance indicators), and advanced potential technologies proposed with operation principles. Besides, this paper reviewed multiple access and modulation techniques, concentrating on Filter-Bank Multicarrier (FBMC) as a potential technology for 6G. This paper ends by discussing potential applications with challenges and lessons identified from prior studies to pave the path for future research

    D13.3 Overall assessment of selected techniques on energy- and bandwidth-efficient communications

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    Deliverable D13.3 del projecte europeu NEWCOM#The report presents the outcome of the Joint Research Activities (JRA) of WP1.3 in the last year of the Newcom# project. The activities focus on the investigation of bandwidth and energy efficient techniques for current and emerging wireless systems. The JRAs are categorized in three Tasks: (i) the first deals with techniques for power efficiency and minimization at the transceiver and network level; (ii) the second deals with the handling of interference by appropriate low interference transmission techniques; (iii) the third is concentrated on Radio Resource Management (RRM) and Interference Management (IM) in selected scenarios, including HetNets and multi-tier networks.Peer ReviewedPostprint (published version

    Towards Balancing Fun and Exertion in Exergames: Exploring the Impact of Movement-Based Controller Devices, Exercise Concepts, Game Adaptivity and Player Modes on Player Experience and Training Intensity in Different Exergame Settings

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    Physical inactivity remains one of the biggest societal challenges of the 21st century. The gaming industry and the fitness sector have responded to this alarming fact by introducing game-based or gamified training scenarios and thus established the promising trend of exergaming. Exergames – games controlled by active (whole) body movements – have been extolled as potential attractive and effective training tools. However, the majority of the exergames do not meet the required intensity or effectiveness, nor do they induce the intended training adherence or long-term motivation. One reason for this is that the evaluated exergames were often not co-designed with the user group to meet their specific needs and preferences, nor were they co-designed with an interdisciplinary expert team of game designers (to ensure a good gaming experience) and sports scientists (for a great training experience). Accordingly, the research results from studies with these exergames are rather limited. To fully exploit the potential of these innovative movement tools and to establish them as attractive and effective training approach, it is necessary to understand and explore both the underlying interdisciplinary theories and concepts as well as possible design approaches and their impact on the game and training experience. This dissertation aims to contribute to a better understanding of well-balanced exergame design. It explores and evaluates how different movement-based control devices, exercise concepts, game adaptations, and player modes influence the attractiveness and effectiveness of exergames. The work provides theoretical and practical contributions to the problem area of effective and attractive exergames. For this purpose, a research and development (R&D) approach with iterative phases was followed. As preliminary work for the contributions of this dissertation, exergames were approached from a theoretical perspective. Underlying multidisciplinary theories and concepts of exergames from relevant fields were analyzed and a generic framework was built, which structured the findings based on three interdependent dimensions: the player, the game controller, and the virtual game scenario. Some commercially available exergames were explored to verify the theory-based assumption that the interposition of technology brings specific transformations in the coupling of perception and action that do not occur in real sports situations. Among other things, the comparative pilot study showed that two different controllers (one gesture-based and one haptic device), which allowed for different physical input, were likely to induce diverse gameplay experiences (e.g., higher feeling of flow and self-location when playing with the haptic device) with differently skilled players. However, certain design-specific differences in the two exergame conditions meant that these results could only be interpreted as a first trend. To overcome the limitations of this preliminary study approach (e.g., unequal game design of the commercial exergames and very sports-specific movement concept), Plunder Planet, an adaptive exergame environment, was iteratively designed with and for children and allowed for a single- and cooperative multiplayer experience with two different controller devices. The user-centered design was further informed by insights from the growing body of related R&D work in the field of exergames. The first study presented in this dissertation compared the subjectively experienced attractiveness and effectiveness of Plunder Planet when played with different motion-based controllers. Besides a generally great acceptance of the exergame, it was found that the haptic full-body motion controller provided physical guidance and a more cognitively and coordinatively challenging workout, which was more highly rated by experienced gamers with fewer athletic skills. The gesture-based Kinect sensor felt more natural, allowed more freedom of movement, and provided a rather physically intense but cognitively less challenging workout, which was more highly rated by athletic players with less gameplay experience. Furthermore, experiments were made with an exploratory adaptive algorithm that enabled the cognitive and the physical challenge of the exergame to be manually adapted in real-time based on the player’s fitness and gaming skills. The first and the second study also compared an adaptive with a non-adaptive single player version of Plunder Planet. It could be shown that the (well-balanced) adaptive version of the exergame was better valued than the non-adaptive version with regard to the experienced and measured attractiveness (motivation, game flow, spatial presence experience, balance of cognitive and physical challenge) and effectiveness (heart rate, physical exertion, balance of cognitive and physical challenge) by differently skilled players. Finally, and contrary to the findings from related work, the results of the third study proved that the specifically designed controller technology could be used as an “enabler”, “supporter” and “shaper” of bodily interplay in social exergaming. Based on these promising findings, the goal became to further explore the effectiveness of exergames, refine the adaptive game difficulty algorithm, and explore further attractiveness- and motivation-boosting design approaches. Therefore, the ExerCube, a physically immersive and adaptive fitness game setting, was developed. It was iteratively designed with and for adults and allowed for cooperatively and competitive exergame experiences. With its physically immersive game setup, the ExerCube combines a mixed version of the advantages of both previously tested controllers. A coordinatively and cognitively challenging functional workout protocol with scalable intensity (moderate to high) was developed and the subjective experience of the ExerCube training was compared with a conventional functional training with a personal trainer. The fourth study showed that the game-based training gave signs of reaching a similar intensity to the personal training, but was more highly rated for flow, motivation, and enjoyment. Based on this exploratory comparison of the ExerCube with a personal trainer session, valuable avenues for further design could be identified. Among other things, it could be proved that the player’s focus during the ExerCube session was more on the game than on the own body. Players experienced stronger physical exertion and social pressure with the personal trainer and a stronger cognitive exertion and involvement with the ExerCube. Furthermore, a refined version of the previously tested adaptive game difficulty algorithm was implemented and automated for the first time for purpose of this study. Again it was shown that the adaptive version had benefits with regard to subjectively experienced attractiveness (motivation, game flow, balance of cognitive and physical challenge) and effectiveness (physical exertion, balance of cognitive and physical challenge) compared to the non-adaptive version. In order to further enhance the gaming experience, experiments were also conducted with sound designs and an adaptive audio design with adaptive background music and sound feedback was implemented. It was found to be a promising and beneficial add-on for a user-centered attractive exergame design. To inform the design of a multiplayer version of the ExerCube, different social play mechanics were explored in the fifth study. This resulted in differently balanced experiences of fun, and in physical as well as cognitive exertion. As the preliminary comparative evaluation of the subjectively experienced effectiveness and attractiveness of an ExerCube session and a personal trainer session could prove the general feasibility of the concept and revealed the first indications of the intensity of the ExerCube’s training concept, the objectively measured effectiveness of a single ExerCube session with a functional high-intensity interval training (fHIIT) with a personal trainer was compared in a final sixth study, and after another design iteration. Again, the subjectively experienced attractiveness of both conditions was assessed. It could be shown that the ExerCube is a feasible training device for training at fHIIT-level. While physical exertion was slightly lower than in the conventional fHIIT condition, the ExerCube condition’s average heart rate values reached the fHIIT threshold and also yielded significantly better results for flow, enjoyment, and motivation. The ExerCube training also resulted in a subjectively experienced higher cognitive load (dual-domain training). To sum up, it can be stated that this dissertation provides valuable and fundamental research contributions to the promising field of exergames as attractive and effective training tools. Furthermore, important contributions to design questions in this field could be developed. Since this field is still relatively unexplored, the work presented creates a sound basis for future R&D work in this area
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