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Efficient Multicast Algorithm for Dynamic Intra Cluster Device-to-Device communication for small world model paper

机译:高效多播算法,用于小世界模型纸张的动态群集设备到设备通信

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Device to Device (D2D) communication technique has been projected as means of taking the benefit of increasing performance of cellular communication with direct link between users. In this paper, we propose a dynamic intra cluster data sharing method taking advantage of D2D multicast. One of the users serves as cluster head to take turns to multicast at a particular time, selected by base station on the basis of power level. Cluster head at that particular time is able to access to the users in the cluster. In our algorithm dynamic data demand is considered in order to send the packets in sequence based on users need. Base station identifies the user with more requests, and informs the Cluster head. Cluster head asks that particular user to serve as transmitting user. The transmitting user monitors the acknowledgements sent by the receiving users. If acknowledgement fails to come within the minimum time (t) the transmitting user informs the cluster head. Then cluster head checks the reason for failure of acknowledgement. Accordingly, it requests the next user with more requests to transmit the data to the users who failed to receive it. This process continues until all the users receive the data, this improves the transmission efficiency. By simulation we prove that throughput increases, blocking probability and latency get reduced. All these increase the Quality of Service (QoS) compared to Intra cluster D2D communication for a small world model based on poor link quality between the users [3].
机译:设备(D2D)通信技术的设备已被预测为采取与用户之间的直接联系的蜂窝通信性能提高的手段。在本文中,我们提出了一种利用D2D多播的动态群集数据共享方法。其中一个用户用作群集头部在特定时间内转向多播,基站根据功率电平选择。特定时间的群集头能够访问群集中的用户。在我们的算法中,可以考虑动态数据需求,以便根据用户需要按顺序发送数据包。基站用更多的请求标识用户,并通知群集头。群集头询问特定用户用作传输用户。发送用户监视接收用户发送的确认。如果确认未能在最小时间(t)中,发送用户通知群集头。然后群集头检查确认失败的原因。因此,它请求下一个用户使用更多请求将数据发送给未能接收它的用户。此过程继续,直到所有用户接收数据,这提高了传输效率。通过模拟,我们证明了吞吐量增加,阻塞概率和延迟降低。与基于用户之间的链路质量不佳的小世界模型,所有这些都会增加服务质量(QoS)与小型世界模型的群集D2D通信相比[3]。

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