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Device to Device通信沖突問題研究

發(fā)布時間:2019-05-16 20:41
【摘要】:隨著智能終端用戶的持續(xù)增長,多媒體服務的需求急劇增加,有限的頻譜資源和人們?nèi)找嬖鲩L的多媒體需求已經(jīng)成為移動通信中的主要矛盾。D2D (Device to Device)通信作為近期無線領域研究的一個熱門話題,得到了許多設備廠商和運營商的廣泛關注。它可以實現(xiàn)短距離高速率通信,提高資源利用率,且工作在許可頻段,可以提供穩(wěn)定可靠高質(zhì)的服務。因此,D2D通信是一種極具潛力的高容量、低成本的局域技術。 相對于集中式D2D通信系統(tǒng),分布式D2D通信系統(tǒng)具有靈活性高、信令交互少、頻譜利用率高等特點。近期,高通公司提出的FLQ (FlashLinQ)方案,,是典型的分布式D2D通信系統(tǒng),也是較為成熟的D2D通信方案。與其他D2D通信系統(tǒng)相比,FLQ可以提供更廣的發(fā)現(xiàn)范圍和更高的數(shù)據(jù)傳輸速率。在分布式D2D通信系統(tǒng)中,資源選擇沖突問題不僅嚴重影響網(wǎng)絡的吞吐量、容量,增加數(shù)據(jù)傳輸時延,而且會降低用戶體驗。因此,是否能夠及時的避免沖突或解決沖突,成為衡量D2D通信系統(tǒng)設計方案好壞的重要標準之一。 本文基于FLQ系統(tǒng),對分布式D2D通信資源選擇沖突問題進行研究。首先介紹了D2D通信的發(fā)展背景及研究現(xiàn)狀,并分析了分布式D2D通信的實現(xiàn)原理,對FLQ系統(tǒng)的設計進行整體闡述。從FLQ系統(tǒng)的方案可以看出,發(fā)現(xiàn)和數(shù)據(jù)傳輸階段均存在資源選擇沖突問題。然后,本文介紹了無線通信中MAC (Media Access Control)層常用的隨機接入?yún)f(xié)議,并從基于協(xié)議和基于信號處理兩方面歸納總結(jié)了MAC層沖突解決算法,分析了各個算法的優(yōu)點及不足。 本文重點分析了FLQ系統(tǒng)中發(fā)現(xiàn)階段和數(shù)據(jù)傳輸階段的沖突問題解決方法。研究表明數(shù)據(jù)傳輸階段中Rx/Tx-Yielding機制存在過度服從的問題,針對此現(xiàn)象,本文提出一種改進方案,通過控制發(fā)送DPS (Direct power Signal)概率,解決過度服從的問題。本文搭建了仿真平臺,對Rx/Tx-Yielding機制以及改進方案進行仿真。首先給出了仿真參數(shù),并通過對系統(tǒng)數(shù)據(jù)傳輸速率和中斷概率的仿真,得出Rx/Tx-Yielding機制的最佳SIR (Signal to Interference Ratio)門限,然后從平均鏈路傳輸對數(shù)、數(shù)據(jù)傳輸速率和公平性三個方面對兩種方案進行對比。仿真結(jié)果表明,改進方案在平均鏈路傳輸對數(shù)和數(shù)據(jù)傳輸速率兩方面均優(yōu)于原方案,可以有效減輕過度服從問題。
[Abstract]:With the continuous growth of intelligent end-users, the demand for multimedia services has increased dramatically. Limited spectrum resources and increasing multimedia demand have become the main contradiction in mobile communication. D2D (Device to Device) communication has become a hot topic in the field of wireless research in the near future. It has been widely concerned by many equipment manufacturers and operators. It can realize short distance and high speed communication, improve the utilization of resources, and work in the licensed frequency band, and can provide stable, reliable and high quality service. Therefore, D 2 D communication is a potential local technology with high capacity and low cost. Compared with centralized D2D communication system, distributed D2D communication system has the characteristics of high flexibility, less signaling interaction, high spectrum efficiency and so on. Recently, the FLQ (FlashLinQ) scheme proposed by Qualcomm Company is not only a typical distributed D2D communication system, but also a more mature D2D communication scheme. Compared with other D2D communication systems, FLQ can provide a wider discovery range and higher data transmission rate. In distributed D2D communication system, the problem of resource selection conflict not only seriously affects the throughput and capacity of the network, but also increases the data transmission delay, but also reduces the user experience. Therefore, whether the conflict can be avoided or resolved in time has become one of the important standards to measure the design scheme of D2D communication system. In this paper, based on FLQ system, the conflict problem of distributed D 2 D communication resource selection is studied. Firstly, the development background and research status of D2D communication are introduced, the realization principle of distributed D2D communication is analyzed, and the design of FLQ system is described as a whole. From the scheme of FLQ system, it can be seen that there is a conflict of resource selection in both discovery and data transmission stages. Then, this paper introduces the random access protocols commonly used in MAC (Media Access Control) layer in wireless communication, summarizes the MAC layer conflict resolution algorithms from two aspects: protocol based and signal processing, and analyzes the advantages and disadvantages of each algorithm. This paper focuses on the conflict solution between discovery stage and data transmission stage in FLQ system. The research shows that there is the problem of excessive obedience in Rx/Tx-Yielding mechanism in the stage of data transmission. In view of this phenomenon, this paper proposes an improved scheme to solve the problem of excessive obedience by controlling the probability of sending DPS (Direct power Signal). In this paper, a simulation platform is built to simulate the Rx/Tx-Yielding mechanism and the improved scheme. Firstly, the simulation parameters are given, and the optimal SIR (Signal to Interference Ratio) threshold of Rx/Tx-Yielding mechanism is obtained by simulating the data transmission rate and outage probability of the system, and then the logarithm of transmission from the average link is obtained. The data transmission rate and fairness are compared between the two schemes. The simulation results show that the improved scheme is superior to the original scheme in both average link transmission logarithm and data transmission rate, and can effectively reduce the problem of excessive obedience.
【學位授予單位】:北京交通大學
【學位級別】:碩士
【學位授予年份】:2014
【分類號】:TN92

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