This paper analyzes the mobility performance of LTE (Long Term Evolution) co-channel heterogeneous networks (HetNet) with macro and pico cells. Improved methods for differentiating offload and mobility robustness as a function of the UE (User Equipment) mobility are proposed. The suggested solution comprises two key elements, namely enhanced UE MSE (Mobility State Estimation), as well as optimized methods such that high speed users are primarily kept at the macro layer, while the offload to pico cells for low speed users is maximized. The proposed methods are designed as UE autonomous solutions, requiring minimum assistance and signaling from the network. Extensive system level simulations are used to quantify the benefits. Results confirm that the proposed solutions offer improvements in several mobility key performance indicators such as radio link failure, number of handovers, offload to pico layer.
In the recent past, with the ubiquitous adoption of smartphones and tablets, there has been an exponential increase in data rate demands which has become increasingly challenging for network operators to support. This trend is expected to continue in future, with the advent of high-performance gaming and increasing appetite for immersive applications and social media experiences. Such factors have contributed to the development of the fifth generation (5G) of mobile networks, which would be supporting significantly higher data rates with improved reliability and latency. 5G has also enabled the deployment of wireless virtual reality applications, with wide-ranging use cases. In this work, we consider the key challenges for broadcasting such content to a large number of audience thereby enabling new disruptions in mass media consumption. The technology potential and practical constraints for such deployments were also evaluated using realistic network settings. Based on the performance evaluations, it was shown that with slightly higher system bandwidth requirements, VR broadcast can be supported under ideal conditions, using 5G millimeter wave small cell networks. Potential areas for future work in order to make VR broadcast a reality is also discussed.
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