27 research outputs found

    PLANIFICACION DE SISTEMAS 3G/4G MEDIANTE EL USO DE Q-ANÁLISIS

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    RESUMEN.La planificación de sistemas basados en CDMA, bien sea de tercera o cuarta generación, como es el caso del UMTS europeo o el CDMA-2000, implica enfrentarse al problema del comportamiento dinámico de éstos en cuanto a cobertura y capacidad. La planificación y la operación de estos sistemas implica para el operador enfrentar dos problemas el de la cobertura en el uplink, y el de pilot polution en el downlink, así como la escasez de potencia para los servicios de gran ancho de banda. En este artículo se propone un método para planificar sistemas 3G/4G usando Q-análisis, una herramienta de la topología matemática desarrollada a principios de los años setenta por R.Atkin y otros. El principal elemento que se presentará es el vector de estructura, que es un invariante topológico que permite comparar dos sistemas y determinar cuál podrá tener un mejor comportamiento.PALABRAS CLAVES:3G/4GB3GCDMAWCDMAUMT

    Adaptive planning of 3G/4G systems using Q-analysis or polyhedral dynamics

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    In this paper we present a method for use Q-analysis in the initial planning process and later dynamic adaptation for 3G/4G cellular systems that intends to balance load in order to maximize capacity and reduce lost and dropped calls independently of the type of service. We support our proposal on dynamic simulations made with an own developed tool for dynamic simulations of CDMA systems, and show initial results that partially probe our proposed method

    A new method for spectrum monitoring networks design

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    In the ITU Spectrum Monitoring handbook, edition 2011, a model for design of radio monitoring systems is suggested. This model is based on the work of Pavliuk et al. In this paper we propose a modified version on the Pavliuk model, using methods from the mobile networks world, like semi-deterministic propagation models and population information. We apply the method for the design of the monitoring network in Costa Rica. © 2013 IEEE

    Applicability of Game Engine for Ray Tracing Techniques in a Complex Urban Environment

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    This work presents results for a new method of ray tracing in urban environments using game engine and graphic processing unit (GPU). First advantage obtained with this method is the simplicity for 3D modeling from raster digital elevation model (DEM). Second advantage is the ability to precisely obtain ray parameters and the multiple paths interacting between transmitter and receiver in urban environment for high and low base station. A third advantage is the reduction in computing time by using the GPU capacity. In this paper, we show simulation results and compare them with measurements, obtaining a good fit. ©2010 IEEE

    Game engines ray-tracing models for indoor channel modeling

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    This paper investigates the use of a full 3D ray-tracing system based on Game Engine for the prediction of channel parameters in indoor using frequencies lower than usual. We explore the modeling of indoor channel for Digital TV frequencies and analyze the behavior of material on such low frequencies and how the frequencies affect the constitutive parameters of materials in the scenario. Because of the environment used for experimentation, the number of rays is very high and the number of interactions is higher than usual. We show results of the ray tracing model compared with measurements of delay spread at 594MHz

    Machine learning classifiers for android malware analysis

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    Android is an operating system which currently has over one billion active users for all their mobile devices, with a market impact that is influencing an increase in the amount of information that can be obtained from different users, facts that have motivated the development of malware by cybercriminals. To solve the problems caused by malware, Android implements a different architecture and security controls, such as unique user ID (UID) for each application, system permissions, and its distribution platform Google Play. It has been shown that there are ways to violate that protection, and how the complexity for create a new solutions are increased while cybercriminals improve their skills to develop malware

    Comparison of Uniform Theory of Diffraction Coefficients for Delay Spread and Angle Spread Estimation Using Game Engines in MIMO

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    In this paper, we show the results of the comparison between two different sets of heuristic uniform theory of diffraction (UTD) coefficients and its influence on the results for delay spread and angle spread. We compared our simulation results with measurements in an outdoor environment, showing the influence of the UTD coefficients in the accuracy of the results. The proposed coefficients show a better behavior than a classical set of coefficients widely used in literature

    Análisis de Desempeño de Mecanismo de QoS en Redes Convergentes

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    En este trabajo se presenta el análisis de de resultados de una serie de simulaciones donde se analiza que mecanismo de QoS logra mantener dentro de valores admisibles los parámetros de calidad de servicio que presentan las recomendaciones Y.1540 y Y.1541 para la aplicación de voz, apoyados en un grupo de configuraciones realizadas en el núcleo de una red convergente con infraestructura MPLS

    Performance analysis of scheduling algorithms in Next Generation Networks

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    QoS in Convergent networks is widely discussed item in IP networks. But with the implementation of the Next Generation Networks by most operators around the world, QoS for different services and applications must fulfill. In order to deal with this problem, we simulate end to end QoS parameters, according to lTV Y.1540 and Y.1541 recommendations and different scheduling algorithms proposed by manufacturers and the literature. In this paper we show the results for such simulations for voice over IP service in different load conditions

    Prediction of Delay Spread Using Ray Tracing and Game Engine Based on Measurement

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    In this paper, we show results of channel delay spread estimation using a 3D ray launching tool based on Game Engines and GPU, comparing simulation results with channel measurements of a MIMO system taken in Ilmenau. We show that the accuracy of the simulation is strongly affected by the ray angular separation in the first and second diffraction, obtaining a good fit between measurements and simulation
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