9 research outputs found

    Resource allocation for network-controlled device-to-device communications in LTE-Advanced

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    Network-controlled device-to-device (D2D) communication allows cellular users to communicate directly, i.e., without passing through the eNodeB, while the latter retains control over resource allocation. This allows the same time–frequency resources to be allocated to spatially separated D2D flows simultaneously, thus increasing the cell throughput. This paper presents a framework for: (1) selecting which communications should use the D2D mode, and when, and (2) allocating resources to D2D and non-D2D users, exploiting reuse for the former. We show that the two problems, although apparently similar, should be kept separate and solved at different timescales in order to avoid problems, such as excessive packet loss. We model both as optimization problems, and propose a heuristic solution to the second, which must be solved at millisecond timescales. Simulation results show that our framework is practically viable, it avoids the problem of packet losses, increases throughput and reduces delays

    Simulating device-to-device communications in OMNeT++ with SimuLTE: scenarios and configurations

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    SimuLTE is a tool that enables system-level simulations of LTE/LTE-Advanced networks within OMNeT++. It is designed such that it can be plugged within network elements as an additional Network Interface Card (NIC) to those already provided by the INET framework (e.g. Wi-Fi). Recently, device-to-device (D2D) technology has been widely studied by the research community, as a mechanism to allow direct communications between devices of a LTE cellular network. In this work, we present how SimuLTE can be employed to simulate both one-to-one and one-to-many D2D communications, so that the latter can be exploited as a new communication opportunity in several research fields, like vehicular networks, IoT and machine-to-machine (M2M) applications

    Modeling unicast device-to-device communications with SimuLTE

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    In LTE-Advanced (LTE-A), device-to-device (D2D) transmissions allow two peering User Equipments to communicate directly without using the Evolved Node-B as relay. D2D is regarded as one of the enablers to bring LTE-A in the context of vehicular networks, smart cities, or M2M applications. Research on this topic is mostly carried out through link-level simulations. In this work, we describe instead the modeling of D2D into a system-level simulator, namely SimuLTE, which enables us to analyze the performance of applications and higher-layer protocols using D2D transmission. We first describe the modeling within the SimuLTE architecture, then we validate it and analyze the performance of D2D communications with frequency reuse

    Broadcasting in LTE-Advanced networks using multihop D2D communications

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    In an LTE-Advanced network, network-controlled Device-to-Device (D2D) communications can be combined in a multihop fashion to distribute broadcasts over user-defined (and possibly large) areas, with small latencies and occupying few resources. Such a service may be exploited for several purposes, (e.g. Internet of Things, Vehicular communications). Engineering a multihop D2D-based broadcast service requires working at both the application level on the User Equipment (UE) and at the resource-allocation level within the eNodeBs. This paper describes the necessary modifications at both the UE and the eNodeB, what the main issues are, and how to solve them efficiently. We evaluate the performance of the above service using system-level simulations, and demonstrate its advantages over standard broadcasting techniques

    Cellular-V2X Communications for Platooning: Design and Evaluation

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    Abstract: Platooning is a cooperative driving application where autonomous/semi-autonomous vehicles move on the same lane in a train-like manner, keeping a small constant inter-vehicle distance, in order to reduce fuel consumption and gas emissions and to achieve safe and efficient transport. To this aim, they may exploit multiple on-board sensors (e.g., radars, lidars, positioning systems) and direct vehicle-to-vehicle communications to synchronize their manoeuvres. The main objective of this paper is to discuss the design choices and factors that determine the performance of a platooning application, when exploiting the emerging cellular vehicle-to-everything (C-V2X) communication technology and considering the scheduled mode, specified by 3GPP for communications over the sidelink assisted by the eNodeB. Since no resource management algorithm is currently mandated by 3GPP for this new challenging context, we focus on analyzing the feasibility and performance of the dynamic scheduling approach, with platoon members asking for radio resources on a per-packet basis. We consider two ways of implementing dynamic scheduling, currently unspecified by 3GPP: the sequential mode, that is somehow reminiscent of time division multiple access solutions based on IEEE 802.11p – till now the only investigated access technology for platooning – and the simultaneous mode with spatial frequency reuse enabled by the eNodeB. The evaluation conducted through system-level simulations provides helpful insights about the proposed configurations and C-V2X parameter settings that mainly affect the reliability and latency performance of data exchange in platoons, under different load settings. Achieved results show that the proposed simultaneous mode succeeds in reducing the latency in the update cycle in each vehicle’s controller, thus enabling future high-density platooning scenarios

    Modeling network-controlled device-to-device communications in SimuLTE

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    In Long Term Evolution-Advanced (LTE-A), network-controlled device-to-device (D2D) communications allow User Equipments (UEs) to communicate directly, without involving the Evolved Node-B in data relaying, while the latter still retains control of resource allocation. The above paradigm allows reduced latencies for the UEs and increased resource efficiency for the network operator, and is therefore foreseen to support several services, from Machine-to-machine to vehicular communications. D2D communications introduce research challenges that might affect the performance of applications and upper-layer protocols, hence simulations represent a valuable tool for evaluating these aspects. However, simulating D2D features might pose additional com-putational burden to the simulation environment. To this aim, a careful modeling is required in order to reduce computational overhead. In this paper we describe our modeling of net-work-controlled D2D communications in SimuLTE, a system-level LTE-A simulation library based on OMNeT++. We describe the core modeling choices of SimuLTE, and show how these allow an easy extension to D2D communications. Moreover, we describe in detail the modeling of specific problems arising with D2D communications, such as scheduling with frequency reuse, connection mode switching and broadcast transmission. We document the computational efficiency of our modeling choices, showing that simulation of D2D communications is not more complex than simulation of classical cellular communications of comparable scale. Results show that the heaviest computational burden of D2D communication lies in estimating the Sidelink channel quality. We show that SimuLTE allows one to evaluate the interplay between D2D communication and end-to-end performance of UDP- and TCP-based services. Moreover, we assess the accuracy of using a binary interference model for frequency reuse, and we evaluate the trade-off between speed of execution and accuracy in modeling the reception probability

    A scalable data-plane architecture for one-to-one device-to-device communications in LTE-Advanced

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    One-to-one device-to-device (D2D) communications are expected to play a major role in future releases of LTE-A, as well as in future 5G networks. Despite the abundance of works on resource allocation for D2D communications, few works, if any, discuss how D2D should be realized within the LTE-A protocol stack. While it is generally understood that D2D endpoints should be able to communicate both on the direct path or sidelink (SL) and on the relayed path (RP) through the eNB, little has been said on how this can be achieved in practice. In this paper we present a comprehensive proposal for a data-plane architecture for D2D communication: we define how communications should occur on the SL and the RP, and propose a solution for the challenges associated with mode switching between the SL and the RP. In particular, we argue that two different communication modes on the RP are required to allow D2D connections to be kept alive across cell borders in a multicell environment. Our proposal is scalable, since it does not require any signaling, and is guaranteed to not introduce losses. We evaluate our proposal through detailed system-level simulations, also focusing on its interplay with transport-layer protocols

    A fast and reliable broadcast service for LTE-advanced exploiting multihop device-to-device transmissions

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    Several applications, from the Internet of Things for smart cities to those for vehicular networks, need fast and reliable proximity-based broadcast communications, i.e., the ability to reach all peers in a geographical neighborhood around the originator of a message, as well as ubiquitous connectivity. In this paper, we point out the inherent limitations of the LTE (Long-Term Evolution) cellular network, which make it difficult, if possible at all, to engineer such a service using traditional infrastructure-based communications. We argue, instead, that network-controlled device-to-device (D2D) communications, relayed in a multihop fashion, can efficiently support this service. To substantiate the above claim, we design a proximity-based broadcast service which exploits multihop D2D. We discuss the relevant issues both at the UE (User Equipment), which has to run applications, and within the network (i.e., at the eNodeBs), where suitable resource allocation schemes have to be enforced. We evaluate the performance of a multihop D2D broadcasting using system-level simulations, and demonstrate that it is fast, reliable and economical from a resource consumption standpoint
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