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Federico Chiariotti

Publications and source records attributed to Federico Chiariotti.

At least 73 records · Page 4Linked to original sources

Query Age of Information: Freshness in Pull-Based Communication

Age of Information (AoI) has become an important concept in communications, as it allows system designers to measure the freshness of the information available to remote monitoring or control processes. However, its definition tacitly assumes that new information is used at any time, which is not always the case: the instants at which information is collected and used are dependent on a certain query process. We propose a model that accounts for the discrete time nature of many monitoring processes, considering a pull-based communication model in which the freshness of information is only important when the receiver generates a query: if the monitoring process is not using the value, the age of the last update is irrelevant. We then define the Age of Information at Query (QAoI), a more general metric that fits the pull-based scenario, and show how its optimization can lead to very different choices from traditional push-based AoI optimization when using a Packet Erasure Channel (PEC) and with limited link availability. Our results show that QAoI-aware optimization can significantly reduce the average and worst-case perceived age for both periodic and stochastic queries.

cs.NI↗

No Free Lunch: Balancing Learning and Exploitation at the Network Edge

Over the last few years, the DRL paradigm has been widely adopted for 5G and beyond network optimization because of its extreme adaptability to many different scenarios. However, collecting and processing learning data entail a significant cost in terms of communication and computational resources, which is often disregarded in the networking literature. In this work, we analyze the cost of learning in a resource-constrained system, defining an optimization problem in which training a DRL agent makes it possible to improve the resource allocation strategy but also reduces the number of available resources. Our simulation results show that the cost of learning can be critical when evaluating DRL schemes on the network edge and that assuming a cost-free learning model can lead to significantly overestimating performance.

cs.NI↗

Internet of Things (IoT) Connectivity in 6G: An Interplay of Time, Space, Intelligence, and Value

Internet of Things (IoT) connectivity has a prominent presence in the 5G wireless communication systems. As these systems are being deployed, there is a surge of research efforts and visions towards 6G wireless systems. In order to position the evolution of IoT within the 6G systems, this paper first takes a critical view on the way IoT connectivity is supported within 5G. Following that, the wireless IoT evolution is discussed through multiple dimensions: time, space, intelligence, and value. We also conjecture that the focus will broaden from IoT devices and their connections towards the emergence of complex IoT environments, seen as building blocks of the overall IoT ecosystem.

cs.IT↗

Remote Anomaly Detection in Industry 4.0 Using Resource-Constrained Devices

A central use case for the Internet of Things (IoT) is the adoption of sensors to monitor physical processes, such as the environment and industrial manufacturing processes, where they provide data for predictive maintenance, anomaly detection, or similar. The sensor devices are typically resource-constrained in terms of computation and power, and need to rely on cloud or edge computing for data processing. However, the capacity of the wireless link and their power constraints limit the amount of data that can be transmitted to the cloud. While this is not problematic for the monitoring of slowly varying processes such as temperature, it is more problematic for complex signals such as those captured by vibration and acoustic sensors. In this paper, we consider the specific problem of remote anomaly detection based on signals that fall into the latter category over wireless channels with resource-constrained sensors. We study the impact of source coding on the detection accuracy with both an anomaly detector based on Principal Component Analysis (PCA) and one based on an autoencoder. We show that the coded transmission is beneficial when the signal-to-noise ratio (SNR) of the channel is low, while uncoded transmission performs best in the high SNR regime.

cs.IT↗

RAN Slicing Performance Trade-offs: Timing versus Throughput Requirements

The coexistence of diverse services with heterogeneous requirements is a fundamental feature of 5G. This necessitates efficient radio access network (RAN) slicing, defined as sharing of the wireless resources among diverse services while guaranteeing their respective throughput, timing, and/or reliability requirements. In this paper, we investigate RAN slicing for an uplink scenario in the form of multiple access schemes for two user types: (1) broadband users with throughput requirements and (2) intermittently active users with timing requirements, expressed as either latency-reliability (LR) or Peak Age of Information (PAoI). Broadband users transmit data continuously, hence, are allocated non-overlapping parts of the spectrum. We evaluate the trade-offs between the achievable throughput of a broadband user and the timing requirements of an intermittent user under Orthogonal Multiple Access (OMA) and Non-Orthogonal Multiple Access (NOMA), considering capture. Our analysis shows that NOMA, in combination with packet-level coding, is a superior strategy in most cases for both LR and PAoI, achieving a similar LR with only slight 2% decrease in throughput with respect to the upper bound in performance. However, there are extreme cases where OMA achieves a slightly greater throughput than NOMA at the expense of an increased PAoI.

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Latency and Information Freshness in Multipath Communications for Virtual Reality

Wireless Virtual Reality (VR) and Augmented Reality (AR) will contribute to people increasingly working and socializing remotely. However, the VR/AR experience is very susceptible to various delays and timing discrepancies, which can lead to motion sickness and discomfort. This paper models and exploits the existence of multiple paths and redundancy to improve the timing performance of wireless VR communications. We consider Multiple Description Coding (MDC), a scheme where the video stream is encoded in Q streams (Q = 2 in this paper) known as descriptors and delivered independently over multiple paths. We also consider an alternating scheme, that simply switches between the paths. We analyze the full distribution of two relevant metrics: the packet delay and the Peak Age of Information (PAoI), which measures the freshness of the information at the receiver. The results show interesting trade-offs between picture quality, frame rate, and latency: full duplication results in fewer lost frames, but a higher latency than schemes with less redundancy. Even the simple alternating scheme can outperform duplication in terms of PAoI, but MDC can exploit the independent decodability of the descriptors to deliver a basic version of the frames faster, while still getting the full-quality frames with a slightly higher delay.

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Distributed Reinforcement Learning for Flexible and Efficient UAV Swarm Control

Over the past few years, the use of swarms of Unmanned Aerial Vehicles (UAVs) in monitoring and remote area surveillance applications has become widespread thanks to the price reduction and the increased capabilities of drones. The drones in the swarm need to cooperatively explore an unknown area, in order to identify and monitor interesting targets, while minimizing their movements. In this work, we propose a distributed Reinforcement Learning (RL) approach that scales to larger swarms without modifications. The proposed framework relies on the possibility for the UAVs to exchange some information through a communication channel, in order to achieve context-awareness and implicitly coordinate the swarm's actions. Our experiments show that the proposed method can yield effective strategies, which are robust to communication channel impairments, and that can easily deal with non-uniform distributions of targets and obstacles. Moreover, when agents are trained in a specific scenario, they can adapt to a new one with minimal additional training. We also show that our approach achieves better performance compared to a computationally intensive look-ahead heuristic.

cs.LG↗

A Game-Theoretic and Experimental Analysis of Energy-Depleting Underwater Jamming Attacks

Security aspects in underwater wireless networks have not been widely investigated so far, despite the critical importance of the scenarios in which these networks can be employed. For example, an attack to a military underwater network for enemy targeting or identification can lead to serious consequences. Similarly, environmental monitoring applications such as tsunami prevention are also critical from a public safety point of view. In this work, we assess a scenario in which a malicious node tries to perform a jamming attack, degrading the communication quality of battery-powered underwater nodes. The legitimate transmitter may use packet level coding to increase the chances of correctly delivering packets. Because of the energy limitation of the nodes, the jammer's objective is twofold: disrupting the communication and reducing the lifetime of the victim by making it send more redundancy. We model the jammer and the transmitter as players in a multistage game, deriving the optimal strategies. We evaluate the performance in a model-based scenario and using real experimental data, performing a sensitivity analysis to evaluate the performance of the strategies if the real channel model is different from the one they use.

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A Survey on 360-Degree Video: Coding, Quality of Experience and Streaming

The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same, immersive video presents a set of specific challenges that need to be addressed. In this survey, we present the latest developments in the relevant literature on four of the most important ones: (i) omnidirectional video coding and compression, (ii) subjective and objective Quality of Experience (QoE) and the factors that can affect it, (iii) saliency measurement and Field of View (FoV) prediction, and (iv) the adaptive streaming of immersive 360-degree videos. The final objective of the survey is to provide an overview of the research on all the elements of an immersive video streaming system, giving the reader an understanding of their interplay and performance.

cs.MM↗

Hidden Markov Model-Based Encoding for Time-Correlated IoT Sources

As the use of Internet of Things (IoT) devices for monitoring purposes becomes ubiquitous, the efficiency of sensor communication is a major issue for the modern Internet. Channel coding is less efficient for extremely short packets, and traditional techniques that rely on source compression require extensive signaling or pre-existing knowledge of the source dynamics. In this work, we propose an encoding and decoding scheme that learns source dynamics online using a Hidden Markov Model (HMM), puncturing a short packet code to outperform existing compression-based approaches. Our approach shows significant performance improvements for sources that are highly correlated in time, with no additional complexity on the sender side.

cs.NI↗

Peak Age of Information Distribution for Edge Computing with Wireless Links

Age of Information (AoI) is a critical metric for several Internet of Things (IoT) applications, where sensors keep track of the environment by sending updates that need to be as fresh as possible. The development of edge computing solutions has moved the monitoring process closer to the sensor, reducing the communication delays, but the processing time of the edge node needs to be taken into account. Furthermore, a reliable system design in terms of freshness requires the knowledge of the full distribution of the Peak AoI (PAoI), from which the probability of occurrence of rare, but extremely damaging events can be obtained. In this work, we model the communication and computation delay of such a system as two First Come First Serve (FCFS) queues in tandem, analytically deriving the full distribution of the PAoI for the M/M/1 - M/D/1 and the M/M/1 - M/M/1 tandems, which can represent a wide variety of realistic scenarios.

cs.NI↗

Freshness on Demand: Optimizing Age of Information for the Query Process

Age of Information (AoI) has become an important concept in communications, as it allows system designers to measure the freshness of the information available to remote monitoring or control processes. However, its definition tacitly assumed that new information is used at any time, which is not always the case and the instants at which information is collected and used are dependent on a certain query process. We propose a model that accounts for the discrete time nature of many monitoring processes, considering a pull-based communication model in which the freshness of information is only important when the receiver generates a query. We then define the Age of Information at Query (QAoI), a more general metric that fits the pull-based scenario, and show how its optimization can lead to very different choices from traditional push-based AoI optimization when using a Packet Erasure Channel (PEC).

cs.IT↗

Slicing a single wireless collision channel among throughput- and timeliness-sensitive services

The fifth generation (5G) wireless system has a platform-driven approach, aiming to support heterogeneous connections with very diverse requirements. The shared wireless resources should be sliced in a way that each user perceives that its requirement has been met. Heterogeneity challenges the traditional notion of resource efficiency, as the resource usage has cater for, e.g. rate maximization for one user and timeliness requirement for another user. This paper treats a model for radio access network (RAN) uplink, where a throughput-demanding broadband user shares wireless resources with an intermittently active user that wants to optimize the timeliness, expressed in terms of latency-reliability or Age of Information (AoI). We evaluate the trade-offs between throughput and timeliness for Orthogonal Multiple Access (OMA) as well as Non-Orthogonal Multiple Access (NOMA) with successive interference cancellation (SIC). We observe that NOMA with SIC, in a conservative scenario with destructive collisions, is just slightly inferior to that of OMA, which indicates that it may offer significant benefits in practical deployments where the capture effect is frequently encountered. On the other hand, finding the optimal configuration of NOMA with SIC depends on the activity pattern of the intermittent user, to which OMA is insensitive.

cs.IT↗

QUIC-EST: A Transmission Scheme to Maximize VoI of Multi-Stream Correlated Data Flows

New advanced applications, such as autonomous driving and haptic communication, require to transmit multi-sensory data and require low latency and high reliability. These applications include. Existing implementations for such services have mostly relied on ad hoc scheduling and send rate adaptation mechanisms, implemented directly by the application and running over UDP. In this work, we propose a transmission scheme that relies on the features of the recently developed QUIC transport protocol, providing reliability where needed, and standardized congestion control, without compromising latency. Furthermore, we propose a scheduler for sensor data transmissions on the transport layer that can exploit the correlations over time and across sensors. This mechanism allows applications to maximize the Value of Information (VoI) of the transmitted data, as we demonstrate through simulations in two realistic application scenarios.

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Age of Information in Multi-hop Networks with Priorities

Age of Information is a new metric used in real-time status update tracking applications. It measures at the destination the time elapsed since the generation of the last received packet. In this paper, we consider the co-existence of critical and noncritical status updates in a two-hop system, for which the network assigns different scheduling priorities. Specifically, the high priority is reserved to the packets that traverse the two nodes, as they experience worse latency performance. We obtain the distribution of the age and its natural upper bound termed peak age. We provide tight upper and lower bounds for priority updates and the exact expressions for the non-critical flow of packets with a general service distribution. The results give fundamental insights for the design of age-sensitive multi-hop systems.

cs.NI↗

Information Freshness of Updates Sent over LEO Satellite Multi-Hop Networks

Low Earth Orbit (LEO) satellite constellations are bringing the Internet of Things (IoT) to the space arena, also known as non-terrestrial networks. Several IoT satellite applications for tracking ships and cargo can be seen as exemplary cases of intermittent transmission of updates whose main performance parameter is the information freshness. This paper analyzes the Age of Information (AoI) of a satellite network with multiple sources and destinations that are very distant and therefore require several consecutive multi-hop transmissions. A packet erasure channel and different queueing policies are considered. We provide closed-form bounds and tight approximations of the average AoI, as well as an upper bound of the Peak Age of Information (PAoI) distribution as a worst-case metric for the system design. The performance evaluation reveals complex trade-offs among age, load, and packet losses. The optimal operational point is found when the combination of arrival rates and packet losses is such that the system load can ensure fresh information at the receiver; nevertheless, achieving this is highly dependent on the mesh topology. Moreover, the potential of an age-aware scheduling strategy is investigated and the fairness among users discussed. The results show the need to identify the bottleneck nodes for the age, as improving the rate and reliability of those critical links will highly impact on the overall performance. The model is general enough to represent other multi-hop mesh networks.

cs.NI↗

Combining LoRaWAN and a New 3D Motion Model for Remote UAV Tracking

Over the last few years, the many uses of Unmanned Aerial Vehicles (UAVs) have captured the interest of both the scientific and the industrial communities. A typical scenario consists in the use of UAVs for surveillance or target-search missions over a wide geographical area. In this case, it is fundamental for the command center to accurately estimate and track the trajectories of the UAVs by exploiting their periodic state reports. In this work, we design an ad hoc tracking system that exploits the Long Range Wide Area Network (LoRaWAN) standard for communication and an extended version of the Constant Turn Rate and Acceleration (CTRA) motion model to predict drone movements in a 3D environment. Simulation results on a publicly available dataset show that our system can reliably estimate the position and trajectory of a UAV, significantly outperforming baseline tracking approaches.

eess.SY↗

A QUIC Implementation for ns-3

Quick UDP Internet Connections (QUIC) is a recently proposed transport protocol, currently being standardized by the Internet Engineering Task Force (IETF). It aims at overcoming some of the shortcomings of TCP, while maintaining the logic related to flow and congestion control, retransmissions and acknowledgments. It supports multiplexing of multiple application layer streams in the same connection, a more refined selective acknowledgment scheme, and low-latency connection establishment. It also integrates cryptographic functionalities in the protocol design. Moreover, QUIC is deployed at the application layer, and encapsulates its packets in UDP datagrams. Given the widespread interest in the new QUIC features, we believe that it is important to provide to the networking community an implementation in a controllable and isolated environment, i.e., a network simulator such as ns-3, in which it is possible to test QUIC's performance and understand design choices and possible limitations. Therefore, in this paper we present a native implementation of QUIC for ns-3, describing the features we implemented, the main assumptions and differences with respect to the QUIC Internet Drafts, and a set of examples.

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