No Arabic abstract
In mobile Internet ecosystem, Mobile Users (MUs) purchase wireless data services from Internet Service Provider (ISP) to access to Internet and acquire the interested content services (e.g., online game) from Content Provider (CP). The popularity of intelligent functions (e.g., AI and 3D modeling) increases the computation-intensity of the content services, leading to a growing computation pressure for the MUs resource-limited devices. To this end, edge computing service is emerging as a promising approach to alleviate the MUs computation pressure while keeping their quality-of-service, via offloading some computation tasks of MUs to edge (computing) servers deployed at the local network edge. Thus, Edge Service Provider (ESP), who deploys the edge servers and offers the edge computing service, becomes an upcoming new stakeholder in the ecosystem. In this work, we study the economic interactions of MUs, ISP, CP, and ESP in the new ecosystem with edge computing service, where MUs can acquire the computation-intensive content services (offered by CP) and offload some computation tasks, together with the necessary raw input data, to edge servers (deployed by ESP) through ISP. We first study the MUs Joint Content Acquisition and Task Offloading (J-CATO) problem, which aims to maximize his long-term payoff. We derive the off-line solution with crucial insights, based on which we design an online strategy with provable performance. Then, we study the ESPs edge service monetization problem. We propose a pricing policy that can achieve a constant fraction of the ex-post optimal revenue with an extra constant loss for the ESP. Numerical results show that the edge computing service can stimulate the MUs content acquisition and improve the payoffs of MUs, ISP, and CP.
In this paper we present ideas and architectural principles upon which we are basing the development of a distributed, open-source infrastructure that, in turn, will support the expression of business models, the dynamic composition of software services, and the optimisation of service chains through automatic self-organising and evolutionary algorithms derived from biology. The target users are small and medium-sized enterprises (SMEs). We call the collection of the infrastructure, the software services, and the SMEs a Digital Business Ecosystem (DBE).
The Internet of Things (IoT) envisions the creation of an environment where everyday objects (e.g. microwaves, fridges, cars, coffee machines, etc.) are connected to the internet and make users lives more productive, efficient, and convenient. During this process, everyday objects capture a vast amount of data that can be used to understand individuals and their behaviours. In the current IoT ecosystems, such data is collected and used only by the respective IoT solutions. There is no formal way to share data with external entities. We believe this is very efficient and unfair for users. We believe that users, as data owners, should be able to control, manage, and share data about them in any way that they choose and make or gain value out of them. To achieve this, we proposed the Sensing as a Service (S2aaS) model. In this paper, we discuss the Sensing as a Service ecosystem in terms of its architecture, components and related user interaction designs. This paper aims to highlight the weaknesses of the current IoT ecosystem and to explain how S2aaS would eliminate those weaknesses. We also discuss how an everyday user may engage with the S2aaS ecosystem and design challenges.
Mobile edge computing (MEC) is proposed to boost high-efficient and time-sensitive 5G applications. However, the microburst may occur even in lightly-loaded scenarios, which leads to the indeterministic service latency (i.e., unpredictable delay or delay variation), hence hindering the deployment of MEC. Deterministic IP networking (DIP) has been proposed that can provide bounds on latency, and high reliability in the large-scale networks. Nevertheless, the direct migration of DIP into the MEC network is non-trivial owing to its original design for the Ethernet with homogeneous devices. Meanwhile, DIP also faces the challenges on the network throughput and scheduling flexibility. In this paper, we delve into the adoption of DIP for the MEC networks and some of the relevant aspects. A deterministic MEC (D-MEC) network is proposed to deliver the deterministic service (i.e., providing the MEC service with bounded service latency). In the D-MEC network, two mechanisms, including the cycle mapping and cycle shifting, are designed to enable: (i) seamless and deterministic transmission with heterogeneous underlaid resources; and (ii) traffic shaping on the edges to improve the resource utilization. We also formulate a joint configuration to maximize the network throughput with deterministic QoS guarantees. Extensive simulations verify that the proposed D-MEC network can achieve a deterministic MEC service, even in the highly-loaded scenarios.
Mobile Crowdsensing has shown a great potential to address large-scale problems by allocating sensing tasks to pervasive Mobile Users (MUs). The MUs will participate in a Crowdsensing platform if they can receive satisfactory reward. In this paper, in order to effectively and efficiently recruit sufficient MUs, i.e., participants, we investigate an optimal reward mechanism of the monopoly Crowdsensing Service Provider (CSP). We model the rewarding and participating as a two-stage game, and analyze the MUs participation level and the CSPs optimal reward mechanism using backward induction. At the same time, the reward is designed taking the underlying social network effects amid the mobile social network into account, for motivating the participants. Namely, one MU will obtain additional benefits from information contributed or shared by local neighbours in social networks. We derive the analytical expressions for the discriminatory reward as well as uniform reward with complete information, and approximations of reward incentive with incomplete information. Performance evaluation reveals that the network effects tremendously stimulate higher mobile participation level and greater revenue of the CSP. In addition, the discriminatory reward enables the CSP to extract greater surplus from this Crowdsensing service market.
The surge of mobile data traffic forces network operators to cope with capacity shortage. The deployment of small cells in 5G networks is meant to reduce latency, backhaul traffic and increase radio access capacity. In this context, mobile edge computing technology will be used to manage dedicated cache space in the radio access network. Thus, mobile network operators will be able to provision OTT content providers with new caching services to enhance the quality of experience of their customers on the move. In turn, the cache memory in the mobile edge network will become a shared resource. Hence, we study a competitive caching scheme where contents are stored at given price set by the mobile network operator. We first formulate a resource allocation problem for a tagged content provider seeking to minimize the expected missed cache rate. The optimal caching policy is derived accounting for popularity and availability of contents, the spatial distribution of small cells, and the caching strategies of competing content providers. It is showed to induce a specific order on contents to be cached based on their popularity and availability. Next, we study a game among content providers in the form of a generalized Kelly mechanism with bounded strategy sets and heterogeneous players. Existence and uniqueness of the Nash equilibrium are proved. Finally, extensive numerical results validate and characterize the performance of the model.