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User-centric power-friendly quality-based network selection strategy for heterogeneous wireless environments

机译:针对异构无线环境的以用户为中心的基于质量的基于质量的网络选择策略

摘要

The ‘Always Best Connected’ vision is built around the scenario of a mobile user seamlessly roaming within a multi-operator multi-technology multi-terminal multi-applicationudmulti-user environment supported by the next generation of wireless networks. In this heterogeneous environment, users equipped with multi-mode wireless mobile devices willudaccess rich media services via one or more access networks. All these access networks may differ in terms of technology, coverage range, available bandwidth, operator, monetary cost, energy usage etc. In this context, there is a need for a smart network selection decision to be made, to choose the best available network option to cater for the user’s current application and requirements. The decision is a difficult one, especially given the number and dynamics of the possible input parameters. What parameters are used and how those parameters model the application requirements and user needs is important. Also, game theory approaches can be used to model and analyze the cooperative or competitive interaction between the rational decision makers involved, which are users, seeking to get good service quality at good value prices, and/or the network operators, trying to increase their revenue.udThis thesis presents the roadmap towards an ‘Always Best Connected’ environment. The proposed solution includes an Adapt-or-Handover solution which makes use of a SignaludStrength-based Adaptive Multimedia Delivery mechanism (SAMMy) and a Power-Friendly Access Network Selection Strategy (PoFANS) in order to help the user in takinguddecisions, and to improve the energy efficiency at the end-user mobile device. A Reputation-based System is proposed, which models the user-network interaction as a repeated cooperative game following the repeated Prisoner’s Dilemma game from Game Theory. It combines reputation-based systems, game theory and a network selection mechanism in order to create a reputation-based heterogeneous environment. In this environment, the users keep track of their individual history with the visited networks. Every time, a user connects to a network the user-network interaction game is played. The outcome of the game is a network reputation factor which reflects the network’s previous behavior in assuring service guarantees to the user. The network reputation factor will impact the decision taken by the user next time, when he/she will have to decide whether to connect or not to that specific network. The performance of the proposed solutions was evaluated through in-depth analysis and both simulation-based and experimental-oriented testing. The results clearly show improved performance of the proposed solutions in comparison with other similar state-of-the-art solutions. An energy consumption study for a Google Nexus One streaming adaptive multimedia was performed, and a comprehensive survey on related Game Theory research are provided as part of the work.
机译:“始终保持最佳连接”的愿景是围绕移动用户在下一代无线网络支持的多运营商多技术多终端多应用 ud多用户环境中无缝漫游的场景构建的。在这种异构环境中,配备有多模式无线移动设备的用户将通过一个或多个访问网络来 ud访问富媒体服务。所有这些接入网络在技术,覆盖范围,可用带宽,运营商,货币成本,能源使用等方面可能有所不同。在这种情况下,需要做出明智的网络选择决定,以选择最佳的可用网络。满足用户当前应用和要求的选项。该决定是一个困难的决定,尤其是考虑到可能的输入参数的数量和动态性。重要的是使用什么参数以及这些参数如何建模应用程序需求和用户需求。此外,博弈论方法可用于建模和分析所涉及的理性决策者之间的合作或竞争互动,这些决策者是用户,他们希望以合理的价格获得良好的服务质量,和/或网络运营商试图增加他们的 ud本论文提出了“始终保持最佳连接”环境的路线图。所提出的解决方案包括一个自适应或切换解决方案,该解决方案利用基于信号 udStrength的自适应多媒体传输机制(SAMMy)和功率友好型接入网络选择策略(PoFANS),以帮助用户做出决定。 ,并提高最终用户移动设备的能效。提出了一种基于信誉的系统,该系统将用户网络互动建模为重复的合作游戏,该博弈是根据“博弈论”中的重复囚徒困境游戏进行的。它结合了基于信誉的系统,博弈论和网络选择机制,以创建基于信誉的异构环境。在这种环境中,用户通过访问的网络跟踪自己的个人历史。每当用户连接到网络时,都会玩用户-网络交互游戏。游戏的结果是网络声誉因素,它反映了网络在确保向用户提供服务保证方面的先前行为。当用户必须决定是否连接到该特定网络时,网络信誉因素将影响用户下次做出的决定。通过深入分析以及基于仿真和面向实验的测试,对所提出解决方案的性能进行了评估。结果清楚地表明,与其他类似的最新技术解决方案相比,该解决方案的性能有所提高。这项工作针对Google Nexus One流自适应多媒体进行了一项能耗研究,并提供了有关相关博弈论研究的全面调查。

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  • 作者

    Trestian Ramona;

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  • 年度 2012
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  • 原文格式 PDF
  • 正文语种 en
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