The emergence of self-driving technologies implies that a future vehicle will likely become an entertainment center that demands personalized multimedia contents with very high quality. The surge of vehicular content ...The emergence of self-driving technologies implies that a future vehicle will likely become an entertainment center that demands personalized multimedia contents with very high quality. The surge of vehicular content demand brings significant challenges for the fifth generation(5G) cellular communication network. To cope with the challenge of massive content delivery, previous studies suggested that the 5G mobile edge network should be designed to integrate communication, computing, and cache(3C) resources to enable advanced functionalities such as proactive content delivery and in-network caching. However, the fundamental benefits achievable by computing and caching in mobile communications networks are not yet properly understood. This paper proposes a novel theoretical framework to characterize the tradeoff among computing, cache, and communication resources required by the mobile edge network to fulfill the task of content delivery. Analytical and numerical results are obtained to characterize the 3C resource tradeoff curve. These results reveal key insights into the fundamental benefits of computing and caching in vehicular mobile content delivery networks.展开更多
Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living ...Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living with long cables or networks that connect each other. With the progressing and spreading technological advances, entertainment sector is booming since 1950s even more dramatically than the computer sector. Digital games sector, in this perspective, has been the intersection area of the entertainment sector and the computer sector. We can include to these three sectors a fourth one: Communication (or Media) sector. With the convergence of these four sectors, there is an enormous sea of possibilities, opportunities and problemles faced by humans. Our information society is turning into games. Today, the traditional understanding of play has been replaced by digital games. Digital games as an independent communication tool differ from traditional play in that they include a new communication medium into action. There is a different communication process in these digital games, which especially is an interest to younger generations. Digital games provide an interactive environment with individuals as they allow electiveness, mobility and non-linearity. In an era of economic angst and where real and virtual identities are being discussed, individuals of the information society are searching for something different other than mass communication. They seek after individual experiences. The main focus in this study will be to analyze the habits of play in digital games. The relationship between digital games and their users will also be examined. The quantitative study of digital games will be a useful source for future studies and will bridge the gap in this area.展开更多
基金the support from the Natural Science Foundation of China (Grant No.61571378)
文摘The emergence of self-driving technologies implies that a future vehicle will likely become an entertainment center that demands personalized multimedia contents with very high quality. The surge of vehicular content demand brings significant challenges for the fifth generation(5G) cellular communication network. To cope with the challenge of massive content delivery, previous studies suggested that the 5G mobile edge network should be designed to integrate communication, computing, and cache(3C) resources to enable advanced functionalities such as proactive content delivery and in-network caching. However, the fundamental benefits achievable by computing and caching in mobile communications networks are not yet properly understood. This paper proposes a novel theoretical framework to characterize the tradeoff among computing, cache, and communication resources required by the mobile edge network to fulfill the task of content delivery. Analytical and numerical results are obtained to characterize the 3C resource tradeoff curve. These results reveal key insights into the fundamental benefits of computing and caching in vehicular mobile content delivery networks.
文摘Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living with long cables or networks that connect each other. With the progressing and spreading technological advances, entertainment sector is booming since 1950s even more dramatically than the computer sector. Digital games sector, in this perspective, has been the intersection area of the entertainment sector and the computer sector. We can include to these three sectors a fourth one: Communication (or Media) sector. With the convergence of these four sectors, there is an enormous sea of possibilities, opportunities and problemles faced by humans. Our information society is turning into games. Today, the traditional understanding of play has been replaced by digital games. Digital games as an independent communication tool differ from traditional play in that they include a new communication medium into action. There is a different communication process in these digital games, which especially is an interest to younger generations. Digital games provide an interactive environment with individuals as they allow electiveness, mobility and non-linearity. In an era of economic angst and where real and virtual identities are being discussed, individuals of the information society are searching for something different other than mass communication. They seek after individual experiences. The main focus in this study will be to analyze the habits of play in digital games. The relationship between digital games and their users will also be examined. The quantitative study of digital games will be a useful source for future studies and will bridge the gap in this area.