Millimeter wave frequencies will likely be part of the fifth generation of mobile networks and of the 3GPP New Radio (NR) standard. MmWave communication indeed provides a very large bandwidth, thus an increased cell throughput, but how to exploit these resources at the higher layers is still an open research question. A very relevant issue is the high variability of the channel, caused by the blockage from obstacles and the human body. This affects the design of congestion control mechanisms at the transport layer, and state-of-the-art TCP schemes such as TCP CUBIC present suboptimal performance. In this paper, we present a cross layer approach for uplink flows that adjusts the congestion window of TCP at the mobile equipment side using an estimation of the available data rate at the mmWave physical layer, based on the actual resource allocation and on the Signal to Interference plus Noise Ratio. We show that this approach reduces the latency, avoiding to fill the buffers in the cellular stack, and has a quicker recovery time after RTO events than several other TCP congestion control algorithms
The next generation of multimedia applications will require the telecommunication networks to support a higher bitrate than today, in order to deliver virtual reality and ultrahigh quality video content to the users. Most of the video content will be accessed from mobile devices, prompting the provision of very high data rates by next generation (5G) cellular networks. A possible enabler in this regard is communication at mmWave frequencies, given the vast amount of available spectrum that can be allocated to mobile users; however, the harsh propagation environment at such high frequencies makes it hard to provide a reliable service. This paper presents a reliable video streaming architecture for mmWave networks, based on multi connectivity and network coding, and evaluates its performance using a novel combination of the ns-3 mmWave module, real video traces and the network coding library Kodo. The results show that it is indeed possible to reliably stream video over cellular mmWave links, while the combination of multi connectivity and network coding can support high video quality with low latency.
Advanced wearable devices are increasingly incorporating high-resolution multi-camera systems. As state-of-the-art neural networks for processing the resulting image data are computationally demanding, there has been a growing interest in leveraging fifth generation (5G) wireless connectivity and mobile edge computing for offloading this processing closer to end-users. To assess this possibility, this paper presents a detailed simulation and evaluation of 5G wireless offloading for object detection in the case of a powerful, new smart wearable called VIS 4 ION, for the Blind-and-Visually Impaired (BVI). The current VIS 4 ION system is an instrumented book-bag with high-resolution cameras, vision processing, and haptic and audio feedback. The paper considers uploading the camera data to a mobile edge server to perform real-time object detection and transmitting the detection results back to the wearable. To determine the video requirements, the paper evaluates the impact of video bit rate and resolution on object detection accuracy and range. A new street scene dataset with labeled objects relevant to BVI navigation is leveraged for analysis. The vision evaluation is combined with a full-stack wireless network simulation to determine the distribution of throughputs and delays with real navigation paths and ray-tracing from new high-resolution 3D models in an urban environment. For comparison, the wireless simulation considers both a standard 4G-Long Term Evolution (LTE) sub-6-GHz carrier and high-rate 5G millimeter-wave (mmWave) carrier. The work thus provides a thorough and detailed assessment of edge computing for object detection with mmWave and sub-6-GHz connectivity in an application with both high bandwidth and low latency requirements.INDEX TERMS Mobile edge computing, millimeter-wave, 5G wireless, smart wearables, mobile machine vision, deep learning, object detection.(only up to 480 × 480). They also do not simulate real wireless networks.
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