77 research outputs found

    Path Loss Determination Using Linear and Cubic Regression Inside a Classic Tomato Greenhouse

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    The production of tomatoes in greenhouses, in addition to its relevance in nutrition and health, is an activity of the agroindustry with high economic importance in Spain, the first exporter in Europe of this vegetable. The technological updating with precision agriculture, implemented in order to ensure adequate production, leads to a deployment planning of wireless sensors with limited coverage by the attenuation of radio waves in the presence of vegetation. The well-known propagation models FSPL (Free-Space Path Loss), two-ray, COST235,Weissberger, ITU-R (International Telecommunications Union—Radiocommunication Sector), FITU-R (Fitted ITU-R), offer values with an error percentage higher than 30% in the 2.4 GHz band in relation to those measured in field tests. As a substantial improvement, we have developed optimized propagation models, with an error estimate of less than 9% in the worst-case scenario for the later benefit of farmers, consumers and the economic chain in the production of tomatoes.This research received fund by the Ibero-American Postgraduate University Association (AUIP)

    Experimental Validation of a Best-Fit Model for Predicting Radio Wave Propagation through Vegetation

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    In this study, a model for predicting radio wave propagation through vegetation at 900 and 1800MHz is proposed. An integrated model comprising of ground and foliage induced effects is evaluated with respect to experimental data obtained through drive test in and around a vegetation environment, using Test Mobile System (TEMS) investigation tools. Measured path loss was compared against predictions made by four empirical vegetation models. Results indicate that the European Cooperation in Science and Technology (COST) 235 model gives the best prediction and compare favourably with measured path loss in areas where vegetation is dominant. Although, this model showed the most accurate prediction of foliage loss in the investigated area, there is a need to modify it for enhanced signal prediction. The modified model was found to predict the measured path loss with Root Mean Square Errors (RMSEs) of 6.98dB and 10.00dB at 900 and 1800MHz, respectively. Overall, findings revealed that these RMSEs are within the acceptable range of up to 15.00dB, for quality signal prediction in related environment

    Development of wireless network planning software for rural community use

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    Rural New Zealand has poor access to broadband Internet. The CRCnet project at the University of Waikato identified point-to-point wireless technology as an appropriate solution, and built networks for rural communities. The project identified viable solutions using low-cost wireless technologies and commodity hardware, allowing them to establish general construction guidelines for planning rural wireless networks. The CRCnet researchers speculated that these general construction guidelines had simplified the wireless network problem to a point at which it seemed feasible to embed the guidelines within a software tool. A significant observation by the CRCnet researchers was that community members are collectively aware of much of the local information that is required in the planning process. Bringing these two ideas together, this thesis hypothesises that a software tool could be designed to enable members of rural communities to plan their own wireless networks. To investigate this hypothesis, a wireless network planning system (WiPlan) was developed. WiPlan includes a tutorial that takes the unique approach of teaching the user process rather than the detail of network planning. WiPlan was evaluated using a novel evaluation technique structured as a roleplaying game. The study design provided participants with local knowledge appropriate for their planning roles. In two trials, WiPlan was found to support participants in successfully planning feasible networks, soliciting local knowledge as needed throughout the planning process. Participants in both trials were able to use the techniques introduced by the tutorial while planning their wireless network and successfully plan feasible wireless networks within budget in both study trials. This thesis explores the feasibility of designing a wireless networking planning tool, that can assist members of rural communities with no expertise in wireless network planning, to plan a feasible network and provides reasonable evidence to support the claim that such a planning tool is feasible

    State-of-the-art assessment of 5G mmWave communications

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    Deliverable D2.1 del proyecto 5GWirelessMain objective of the European 5Gwireless project, which is part of the H2020 Marie Slodowska- Curie ITN (Innovative Training Networks) program resides in the training and involvement of young researchers in the elaboration of future mobile communication networks, focusing on innovative wireless technologies, heterogeneous network architectures, new topologies (including ultra-dense deployments), and appropriate tools. The present Document D2.1 is the first deliverable of Work- Package 2 (WP2) that is specifically devoted to the modeling of the millimeter-wave (mmWave) propagation channels, and development of appropriate mmWave beamforming and signal processing techniques. Deliver D2.1 gives a state-of-the-art on the mmWave channel measurement, characterization and modeling; existing antenna array technologies, channel estimation and precoding algorithms; proposed deployment and networking techniques; some performance studies; as well as a review on the evaluation and analysis toolsPostprint (published version

    Terminal cooperation in next generation wireless networks: aerial and regional access networks

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    Throughout the years, progress of humankind has depended on the power of communication and over the decades, the ways of communication has witnessed mammoth changes. Specifically wireless communication in the last decade has completely revolutionized the way we communicate with each other. Smartphones have become an ubiquitous part of our life. With most operators throughout the world deploying fourth generation wireless communication systems, peculiar use cases and scenarios are being envisioned such as public safety networks, aerial networks, etc. to be addressed by the next generation wireless systems. Moreover, as urban areas are becoming saturated commercial network operators are looking for business cases to move towards the untapped regional areas. However, to deploy networks in regional areas economically, novel technologies and architectures need to be developed and investigated. In this thesis, we study the novel concept of terminal cooperation in the context of next generation wireless communication systems especially looking into aerial and regional access networks. In the first part of the thesis, we investigate the physical radio channel for device-to-device (D2D) communication which would help in enabling terminal cooperation in wireless networks. Specifically, we propose propagation model for D2D in rural areas using 922 MHz and 2466 MHz, a channel model for vehicular communications using 5.8 GHz and a propagation model for D2D using millimetre wave frequencies. In the second part of the thesis, we evaluate the coverage performance of aerial access networks using different technologies and develop algorithms to enhance the coverage using terminal cooperation in regional access networks. Specifically, we evaluate the performance of two different technologies, LTE and WiFi, in aerial access networks. We propose game-theoretic algorithms to enable terminal cooperation to enhance coverage in regional access networks and perform system level simulation to evaluate the proposed algorithms. In the last part of this thesis, we analyse and develop techniques to enhance energy efficiency in aerial access networks using terminal cooperation. Specifically, we propose a clustering algorithm called EECAN which improves the energy efficiency of the terrestrial nodes accessing the aerial base-station, a clustering algorithm based on Matern Hardcore Point Process which allows us to optimize cluster head spacing analytically and we further enhance this algorithm by including impairments introduced by the wireless channel. Throughout this thesis, we verify and validate our analytic results, algorithms and techniques with Monte-Carlo simulations of the considered scenarios. Most of the work presented in this thesis was published in-part or as a whole in conferences, journals, book-chapters, project reports or otherwise undergoing a review process. These publications and reports are highlighted in the course of the thesis. Lastly, we invite the reader to enjoy exploring this thesis and we hope that it will add more understanding to this promising new technology of terminal cooperation in aerial and regional access networks

    Serious Game Engineering and Lighting Models for the Realistic Emulation of 5G Systems

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    [ES] La quinta generación de comunicaciones móviles, 5G, promete ser una revolución tecnológica que vaya más allá de multiplicar la velocidad de transmisión de datos de sus predecesoras. Pretende soportar una gran cantidad de dispositivos y alcanzar latencias muy cercanas a 1 milisegundo. Para satisfacer estos ambiciosos requisitos, se han investigado nuevas tecnologías habilitadoras. Una de ellas es el uso de las bandas de ondas milimétricas (mmW) en las cuales hay una gran cantidad de espectro disponible. Para predecir las características del canal radio y evaluar las prestaciones de la 5G de forma fiable en las bandas mmW se requieren modelos de canal complejos. Concretamente, los modelos de propagación más precisos son los basados en trazado de rayos, pero su alto costo computacional los hacen inviables para la caracterización del canal radio en escenarios complejos. Por otro lado, en los últimos años, la tecnología de videojuegos ha desarrollado potentes herramientas para modelar la propagación de la luz en escenarios superrealistas. Dada la cercanía espectral entre el espectro visible y las ondas mmW, la presente Tesis ha estudiado la aplicación de las herramientas de modelado de propagación de la luz de los motores de juego para el modelado del canal radio en mmW. Esta Tesis propone un modelo de estimación de las pérdidas de propagación en mmW llamado "Modelo de Intensidad de Luz'' (LIM). Usando este modelo, basado en los procesos de iluminación realizados por los motores de juego, los transmisores de señal se sustituyen por focos de luz y la intensidad lumínica recibida en un punto se traduce a potencia de señal en milimétricas a través de una función polinómica sencilla. Una de las ventajas de usar los motores de juego es su gran capacidad y la facilidad que tiene el usuario para crear escenarios superrealistas que representen fielmente la geometría de escenarios donde se quiera evaluar el canal radio. De esta forma se pueden obtener estimaciones precisas de las pérdidas de propagación. La estimación de las pérdidas de propagación con LIM ha sido comparada con campañas de medida en las bandas de 28 GHz y 73 GHz y con otros modelos de propagación. Como resultado, el error de estimación de LIM es menor que los modelos estocásticos actuales y es comparable con el modelo de trazado de rayos. Y, además, el coste computacional de LIM comparado con el trazado de rayos es 130 veces menor, lo que posibilita el uso de LIM en escenarios altamente complejos para la estimación del canal radio en tiempo real. Los motores de juego permiten caracterizar de forma diferente la interacción de los materiales con la luz configurando el mapa de normales de sus superficies y sus funciones de dispersión y reflexión. En esta Tesis se ha determinado la caracterización de varios materiales que mejor se ajusta a medidas de laboratorio realizadas en un escenario controlado en la banda de 28 GHz. El modelo de LIM empleando materiales con esta caracterización óptima reduce más de un 50\% su error de estimación con respecto a la aplicación de LIM con los materiales por defecto, mientras que su coste computacional sigue siendo 26 veces menor que el modelo de trazado de rayos. Finalmente, se ha desarrollado sobre un motor de juego una primera versión de plataforma para la emulación de los sistemas 5G que es el punto de partida para un emulador completo de 5G. Esta plataforma no sólo contiene el modelo de LIM sino que incluye varios casos de uso de la 5G en entornos superrealistas. La plataforma, que se basa en el concepto de "Serious Game Engineering", rompe las limitaciones de los simuladores de redes móviles en cuanto a las capacidades de visualización e interacción del usuario con los componentes de la red en tiempo real.[CA] La cinquena generació de comunicacions mòbils, 5G, promet ser una revolució tecnològica que vaja més enllà de multiplicar la velocitat de transmissió de dades de les seues predecessores. Pretén suportar una gran quantitat de dispositius i aconseguir latències molt pròximes a 1 mil·lisegon. Per a satisfer aquests ambiciosos requisits, s'han investigat noves tecnologies habilitadores. Una d'elles és l'ús de les bandes d'ones mil·limètriques (mmW) en les quals hi ha una gran quantitat d'espectre disponible. Per a predir les característiques del canal ràdio i avaluar les prestacions de la 5G de forma fiable en les bandes mmW es requereixen models de canal complexos. Concretament, els models de propagació més precisos són els basats en traçat de rajos, però el seu alt cost computacional els fan inviables per a la caracterització del canal ràdio en escenaris complexos. D'altra banda, en els últims anys, la tecnologia de videojocs ha desenvolupat potents eines per a modelar la propagació de la llum en escenaris superrealistes. Donada la proximitat espectral entre l'espectre visible i les ones mmW, la present Tesi ha estudiat l'aplicació de les eines de modelatge de propagació de la llum dels motors de joc per al modelatge del canal radie en mmW. Aquesta Tesi proposa un model d'estimació de les pèrdues de propagació en mmW anomenat "Model d'Intensitat de Llum'' (LIM). Usant aquest model, basat en els processos d'il·luminació realitzats pels motors de joc, els transmissors de senyal se substitueixen per focus de llum i la intensitat lumínica rebuda en un punt es tradueix a potència de senyal en mil·limètriques a través d'una funció polinòmica senzilla. Una dels avantatges d'usar els motors de joc és la seua gran capacitat i la facilitat que té l'usuari per a crear escenaris superrealistes que representen fidelment la geometria d'escenaris on es vulga avaluar el canal ràdio. D'aquesta forma es poden obtindre estimacions precises de les pèrdues de propagació. L'estimació de les pèrdues de propagació amb LIM ha sigut comparada amb campanyes de mesura en les bandes de 28~GHz i 73~GHz i amb altres models de propagació. Com a resultat, l'error d'estimació de LIM és menor que els models estocàstics actuals i és comparable amb el model de traçat de rajos. I, a més, el cost computacional de LIM comparat amb el traçat de rajos és 130 vegades menor, la qual cosa possibilita l'ús de LIM en escenaris altament complexos per a l'estimació del canal ràdio en temps real. Els motors de joc permeten caracteritzar de forma diferent la interacció dels materials amb la llum configurant el mapa de normals de les seues superfícies i les seues funcions de dispersió i reflexió. En aquesta Tesi s'ha determinat la caracterització de diversos materials que s'ajusta millor a mesures de laboratori realitzades en un escenari controlat en la banda de 28 GHz. El model de LIM emprant materials amb aquesta caracterització òptima redueix més d'un 50 % el seu error d'estimació respecte a l'aplicació de LIM amb els materials per defecte, mentre que el seu cost computacional continua sent 26 vegades menor que el model de traçat de rajos. Finalment, s'ha desenvolupat sobre un motor de joc una primera versió de plataforma per a l'emulació dels sistemes 5G que és el punt de partida per a un emulador complet de 5G. Aquesta plataforma no solament conté el model de LIM sinó que inclou diversos casos d'ús de la 5G en entorns superrealistes. La plataforma, que es basa en el concepte de "Serious Game Engineering", trenca les limitacions dels simuladors de xarxes mòbils quant a les capacitats de visualització i interacció de l'usuari amb els components de la xarxa en temps real.[EN] The fifth generation of mobile communications, 5G, promises to be a technological revolution that goes beyond multiplying the data transmission speed of its predecessors. It aims to support a large number of devices and reach latencies very close to 1 millisecond. To meet these ambitious requirements, new enabling technologies have been researched. One of these is the use of millimetre-wave bands (mmW) in which a large amount of spectrum is available. Complex channel models are required to predict radio channel characteristics and reliably evaluate 5G performance in the mmW bands. Specifically, the most accurate propagation models are those based on ray tracing, but their high computational cost makes them unfeasible for radio channel characterization in complex scenarios. On the other hand, in recent years, video game technology has developed powerful tools to model the propagation of light in super realistic scenarios. Given the spectral closeness between the visible spectrum and the mmW waves, the present Thesis has studied the application of light propagation modeling tools from game engines for radio channel modeling in mmW. This Thesis proposes a model for estimating propagation losses in mmW called "Light Intensity Model'' (LIM). Using this model, based on the lighting processes performed by the game engines, the signal transmitters are replaced by light sources and the light intensity received at a point is translated into signal strength in mmW through a simple polynomial function. One of the advantages of using the game engines is their great capacity and the ease with which the user can create super realistic scenarios that faithfully represent the geometry of scenarios where the radio channel is to be evaluated. In this way, accurate estimates of propagation losses can be obtained. The estimation of propagation losses with LIM has been compared with measurement campaigns in the 28 GHz and 73 GHz bands and with other propagation models. As a result, the LIM estimation error is smaller than the current stochastic models and is comparable with the ray tracing model. In addition, the computational cost of LIM compared to ray tracing is 130 times lower, allowing the use of LIM in highly complex scenarios for real-time radio channel estimation. The game engines allow to characterize in a different way the interaction of the materials with the light configuring the normal map of their surfaces and their scattering and reflection functions. In this Thesis it has been determined the characterization of several materials that best fits to laboratory measurements made in a controlled scenario in the 28 GHz band. The LIM model using materials with this optimal characterization reduces by more than 50% its estimation error with respect to the application of LIM with default materials, while its computational cost remains 26 times lower than the ray tracing model. Finally, a first version of a platform for the emulation of 5G systems has been developed on a game engine, which is the starting point for a complete 5G emulator. This platform not only contains the LIM model but also includes several 5G use cases in super realistic environments. The platform, which is based on the concept of "`Serious Game Engineering", breaks the limitations of mobile network simulators in terms of visualization capabilities and user interaction with network components in real time.Inca Sánchez, SA. (2019). Serious Game Engineering and Lighting Models for the Realistic Emulation of 5G Systems [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/132695TESI

    Contributions to channel modelling and performance estimation of HAPS-based communication systems regarding IEEE Std 802.16TM

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    New and future telecommunication networks are and will be broadband type. The existing terrestrial and space radio communication infrastructures might be supplemented by new wireless networks that make and will make use of aeronautics-technology. Our study/contribution is referring to radio communications based on radio stations aboard a stratospheric platform named, by ITU-R, HAPS (High Altitude Platform Station). These new networks have been proposed as an alternative technology within the ITU framework to provide various narrow/broadband communication services. With the possibility of having a payload for Telecommunications in an aircraft or a balloon (HAPS), it can be carried out radio communications to provide backbone connections on ground and to access to broadband points for ground terminals. The latest implies a complex radio network planning. Therefore, the radio coverage analysis at outdoors and indoors becomes an important issue on the design of new radio systems. In this doctoral thesis, the contribution is related to the HAPS application for terrestrial fixed broadband communications. HAPS was hypothesised as a quasi-static platform with height above ground at the so-called stratospheric layer. Latter contribution was fulfilled by approaching via simulations the outdoor-indoor coverage with a simple efficient computational model at downlink mode. This work was assessing the ITU-R recommendations at bands recognised for the HAPS-based networks. It was contemplated the possibility of operating around 2 GHz (1820 MHz, specifically) because this band is recognised as an alternative for HAPS networks that can provide IMT-2000 and IMT-Advanced services. The global broadband radio communication model was composed of three parts: transmitter, channel, and receiver. The transmitter and receiver parts were based on the specifications of the IEEE Std 802.16TM-2009 (with its respective digital transmission techniques for a robust-reliable link), and the channel was subjected to the analysis of radio modelling at the level of HAPS and terrestrial (outdoors plus indoors) parts. For the channel modelling was used the two-state characterisation (physical situations associated with the transmitted/received signals), the state-oriented channel modelling. One of the channel-state contemplated the environmental transmission situation defined by a direct path between transmitter and receiver, and the remaining one regarded the conditions of shadowing. These states were dependent on the elevation angle related to the ray-tracing analysis: within the propagation environment, it was considered that a representative portion of the total energy of the signal was received by a direct or diffracted wave, and the remaining power signal was coming by a specular wave, to last-mentioned waves (rays) were added the scattered and random rays that constituted the diffuse wave. At indoors case, the variations of the transmitted signal were also considering the following matters additionally: the building penetration, construction material, angle of incidence, floor height, position of terminal in the room, and indoor fading; also, these indoors radiocommunications presented different type of paths to reach the receiver: obscured LOS, no LOS (NLOS), and hard NLOS. The evaluation of the feasible performance for the HAPS-to-ground terminal was accomplished by means of thorough simulations. The outcomes of the experiment were presented in terms of BER vs. Eb/N0 plotting, getting significant positive conclusions for these kind of system as access network technology based on HAPS
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