Multi-access edge computing (MEC) has recently been proposed to aid mobile end devices in providing compute-and data-intensive services with low latency. Growing service demands by the end devices may overwhelm MEC installations, while cost constraints limit the increases of the installed MEC computing and data storage capacities. At the same time, the ever increasing computation capabilities and storage capacities of mobile end devices are valuable resources that can be utilized to enhance the MEC. This article comprehensively surveys the topic area of device-enhanced MEC, i.e., mechanisms that jointly utilize the resources of the community of end devices and the installed MEC to provide services to end devices. We classify the device-enhanced MEC mechanisms into mechanisms for computation offloading and mechanisms for caching. We further subclassify the offloading and caching mechanisms according to the targeted performance goals, which include throughput maximization, latency minimization, energy conservation, utility maximization, and enhanced security. We identify the main limitations of the existing device-enhanced MEC mechanisms and outline future research directions. INDEX TERMS Caching, computation offloading, device-to-device (D2D) communication, mobile edge computing (MEC). I. INTRODUCTION A. MOTIVATION
Immersive media services, such as augmented reality and virtual reality (AR/VR), a 360degree video, and free-viewpoint video (FVV), are popular today. They require massive data storage, ultrahigh computing power, and ultralow latency. It is hard to fulfill these requirements simultaneously in a conventional communication system using a cloud/centralized radio access network (C-RAN). Specifically, due to centralized processing in such a system, the end-to-end latency, as well as the burden on the fronthaul network, are expected to be high. Fog computing-based radio access networks (F-RAN), in contrast, have been widely considered as an enabler for immersive media. Our contribution in this paper is threefold: First, we propose various service scenarios reflecting the characteristics of immersive media. Second, we identify the technologies that are required to support the proposed service scenarios under F-RAN and discuss how they can support the proposed scenarios efficiently. Third, we discuss possible research opportunities.a A list of acronyms can be found in the Appendix.INDEX TERMS Fog computing, radio access networks, immersive media, free-viewpoint video, 360-degree video, virtual reality, augmented reality.
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