Abstract
Several applications, from the Internet of Things for smart cities to those for vehicular networks, need fast and reliable proximity-based broadcast communications, i.e., the ability to reach all peers in a geographical neighborhood around the originator of a message, as well as ubiquitous connectivity. In this paper, we point out the inherent limitations of the LTE (Long-Term Evolution) cellular network, which make it difficult, if possible at all, to engineer such a service using traditional infrastructure-based communications. We argue, instead, that network-controlled device-to-device (D2D) communications, relayed in a multihop fashion, can efficiently support this service. To substantiate the above claim, we design a proximity-based broadcast service which exploits multihop D2D. We discuss the relevant issues both at the UE (User Equipment), which has to run applications, and within the network (i.e., at the eNodeBs), where suitable resource allocation schemes have to be enforced. We evaluate the performance of a multihop D2D broadcasting using system-level simulations, and demonstrate that it is fast, reliable and economical from a resource consumption standpoint.
Highlights
The diffusion of sensors and personal devices has recently made possible a range of networked applications that have geographical proximity as a key characteristic
We evaluate the performance of a multihop D2D broadcasting using system-level simulations, and demonstrate that it is fast, reliable and economical from a resource consumption standpoint
Centralized resource scheduling is sometimes assumed in Wireless Mesh Networks (WMNs), far less often than distributed resource scheduling
Summary
The diffusion of sensors and personal devices has recently made possible a range of networked applications that have geographical proximity as a key characteristic. Cellular communications normally have the eNodeB (eNB) as an endpoint of each layer-2 radio transmission This requires the User Equipment (UE) application originating the message to always use the eNB as a relay in a two-hop path, even though the destination is a proximate UE. Our goal is to prove that an MDB service can be realized by using minimal, standard-compliant cooperation from the network infrastructure (which need not even be aware of the very existence of the MDB service), and only running relatively simple application logic within UEs. While several other papers have investigated multihop D2D transmissions in LTE-A (e.g., [12,13,14,15,16,17]), this work and its predecessor [10] have been the first paper to propose multihop D2D as a building block for geofenced broadcast services.
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