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Game User-Oriented Multimedia Transmission Over Cognitive Radio Networks

机译:认知无线电网络上面向游戏用户的多媒体传输

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Cognitive radio (CR) is an emerging technique to improve the efficiency of spectrum resource utilization. In CR networks, the selfish behavior of secondary users (SUs) can considerably affect the performance of primary users (PUs). Accordingly, game theory, which considers the game players' selfish behavior, has been applied to the design of CR networks. Most of the existing studies focus on the network design only from the network perspective to improve system performance, such as utility and throughput. However, the users' experience to the service, which cannot simply be reflected by quality of service, has been largely ignored. The user-perceived multimedia quality and service can be different from the actual received multimedia quality, and thus is very important to consider the network design. To better serve the network users, quality of experience (QoE) is adopted to measure the network service from the users' perspective and help improve the users' satisfaction to the CR network service. As CR networks require a lot of data storage and computation for spectrum sensing, spectrum sharing, and algorithm design, cloud computation comes as a convenient solution, because it can provide massive storage and fast computation. In this paper, we propose to design a user-oriented CR cloud network for multimedia applications, where the user's satisfaction is reflected in the CR cloud network design. In the proposed framework, the PU and SU game is formulated as Stackelberg game. In particular, a refunding term is defined in the users' utility function to effectively consider and to reflect the network users' QoE requirement. Our contributions are twofold: 1) a game-based CR cloud network design for multimedia transmission is proposed, and the network user's QoE requirement is satisfied in the design and 2) the existence and the uniqueness of the Stackelberg Nash equilibrium are proved, and the design is optimal. Our simulation results demonstrate the effectiveness of the game user-oriented CR cloud network design.
机译:认知无线电(CR)是一种新兴技术,可提高频谱资源利用的效率。在CR网络中,次要用户(SU)的自私行为会在很大程度上影响主要用户(PU)的性能。因此,考虑了游戏者的自私行为的游戏理论已被应用于CR网络的设计中。现有的大多数研究仅从网络角度着眼于网络设计,以提高系统性能,例如效用和吞吐量。但是,不能简单地通过服务质量来反映用户对服务的体验,在很大程度上已被忽略。用户感知的多媒体质量和服务可能与实际接收的多媒体质量不同,因此考虑网络设计非常重要。为了更好地服务于网络用户,采用体验质量(QoE)从用户的角度衡量网络服务,帮助提高用户对CR网络服务的满意度。由于CR网络需要大量数据存储和计算来进行频谱感测,频谱共享和算法设计,因此云计算是一种便捷的解决方案,因为它可以提供大量存储和快速计算。在本文中,我们建议为多媒体应用程序设计一个面向用户的CR云网络,其中用户的满意度反映在CR云网络设计中。在提出的框架中,PU和SU游戏被公式化为Stackelberg游戏。特别是,在用户的效用函数中定义了退款条款,以有效考虑并反映网络用户的QoE要求。我们的贡献有两个方面:1)提出了一种基于游戏的多媒体传输CR云网络设计,满足了设计中网络用户的QoE要求; 2)证明了Stackelberg Nash均衡的存在性和唯一性,并且设计是最佳的。我们的仿真结果证明了面向游戏用户的CR云网络设计的有效性。

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