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Marc Carrascosa-Zamacois

Publications and source records attributed to Marc Carrascosa-Zamacois.

7 recordsLinked to original sources

Toward Experimentation-as-a-Service in 5G/6G: The Plaza6G Prototype for AI-Assisted Trials

This paper presents Plaza6G, the first operational Experiment-as-a-Service (ExaS) platform unifying cloud resources with next-generation wireless infrastructure. Developed at CTTC in Barcelona, Plaza6G integrates GPU-accelerated compute clusters, multiple 5G cores, both open-source (e.g., Free5GC) and commercial (e.g., Cumucore), programmable RANs, and physical or emulated user equipment under unified orchestration. In Plaza6G, the experiment design requires minimal expertise as it is expressed in natural language via a web portal or a REST API. The web portal and REST API are enhanced with a Large Language Model (LLM)-based assistant, which employs retrieval-augmented generation (RAG) for up-to-date experiment knowledge and Low-Rank Adaptation (LoRA) for continuous domain fine-tuning. Over-the-air (OTA) trials leverage a four-chamber anechoic facility and a dual-site outdoor 5G network operating in sub-6~GHz and mmWave bands. Demonstrations include automated CI/CD integration with sub-ten-minute setup and interactive OTA testing under programmable propagation conditions. Machine-readable experiment descriptors ensure reproducibility, while future work targets policy-aware orchestration, safety validation, and federated testbed integration toward open, reproducible wireless experimentation.

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Can cloud-based VR streaming handle Wi-Fi OBSS contention?

This paper experimentally analyzes the negative impact of contention caused by neighboring Wi-Fi networks operating on overlapping channels on Virtual Reality (VR) streaming over Wi-Fi, focusing on scenarios of partial and full channel overlap within an 80 MHz channel. Our results show that (i) increasing the number of 80 MHz Overlapping Basic Service Sets (OBSSs) intensifies contention and degrades VR streaming performance; (ii) OBSS activity on the secondary-sided 40 MHz portion degrades performance more than activity on the primary-sided 40 MHz portion; (iii) for the same aggregate load, full channel overlap with two 40 MHz OBSS contenders is less detrimental than partial overlap with a single high-load 40 MHz contender, but more disruptive than full overlap with two 80 MHz contenders; and (iv) full channel overlap with two 40 MHz OBSS contenders has a smaller impact on VR streaming under symmetric traffic loads than under asymmetric loads. Moreover, our results demonstrate that our previously proposed Network-aware Step-wise adaptive bitrate algorithm for VR streaming (NeSt-VR) effectively mitigates performance degradation in OBSS environments, enabling VR streaming under heavier OBSS traffic conditions.

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Virtual Reality Traffic Prioritization for Wi-Fi Quality of Service Improvement using Machine Learning Classification Techniques

The increase in the demand for eXtended Reality (XR)/Virtual Reality (VR) services in the recent years, poses a great challenge for Wi-Fi networks to maintain the strict latency requirements. In VR over Wi-Fi, latency is a significant issue. In fact, VR users expect instantaneous responses to their interactions, and any noticeable delay can disrupt user experience. Such disruptions can cause motion sickness, and users might end up quitting the service. Differentiating interactive VR traffic from Non-VR traffic within a Wi-Fi network can aim to decrease latency for VR users and improve Wi-Fi Quality of Service (QoS) with giving priority to VR users in the access point (AP) and efficiently handle VR traffic. In this paper, we propose a machine learning-based approach for identifying interactive VR traffic in a Cloud-Edge VR scenario. The correlation between downlink and uplink is crucial in our study. First, we extract features from single-user traffic characteristics and then, we compare six common classification techniques (i.e., Logistic Regression, Support Vector Machines, k-Nearest Neighbors, Decision Trees, Random Forest, and Naive Bayes). For each classifier, a process of hyperparameter tuning and feature selection, namely permutation importance is applied. The model created is evaluated using datasets generated by different VR applications, including both single and multi-user cases. Then, a Wi-Fi network simulator is used to analyze the VR traffic identification and prioritization QoS improvements. Our simulation results show that we successfully reduce VR traffic delays by a factor of 4.2x compared to scenarios without prioritization, while incurring only a 2.3x increase in delay for background (BG) traffic related to Non-VR services.

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Experimental Evaluation of Interactive Edge/Cloud Virtual Reality Gaming over Wi-Fi using Unity Render Streaming

Virtual Reality (VR) streaming enables end-users to seamlessly immerse themselves in interactive virtual environments using even low-end devices. However, the quality of the VR experience heavily relies on Wireless Fidelity (Wi-Fi) performance, since it serves as the last hop in the network chain. Our study delves into the intricate interplay between Wi-Fi and VR traffic, drawing upon empirical data and leveraging a Wi-Fi simulator. In this work, we further evaluate Wi-Fi's suitability for VR streaming in terms of the Quality of Service (QoS) it provides. In particular, we employ Unity Render Streaming to remotely stream real-time VR gaming content over Wi-Fi 6 using Web Real-Time Communication (WebRTC), considering a server physically located at the network's edge, near the end user. Our findings demonstrate the system's sustained network performance, showcasing minimal round-trip time (RTT) and jitter at 60 and 90 frames per second (fps). In addition, we uncover the characteristics and patterns of the generated traffic streams, unveiling a distinctive video transmission approach inherent to WebRTC-based services: the systematic packetization of video frames (VFs) and their transmission in discrete batches at regular intervals, regardless of the targeted frame rate. This interval-based transmission strategy maintains consistent video packet delays across video frame rates but leads to increased Wi-Fi airtime consumption. Our results demonstrate that shortening the interval between batches is advantageous, as it enhances Wi-Fi efficiency and reduces delays in delivering complete frames.

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Performance Evaluation of MLO for XR Streaming: Can Wi-Fi 7 Meet the Expectations?

Extended Reality (XR) has stringent throughput and delay requirements that are hard to meet with current wireless technologies. Missing these requirements can lead to worsened picture quality, perceived lag between user input and corresponding output, and even dizziness for the end user. In this paper, we study the capability of upcoming Wi-Fi 7, and its novel support for Multi-Link Operation (MLO), to cope with these tight requirements. Our study is based on simulation results extracted from an MLO-compliant simulator that realistically reproduces VR traffic. Results show that MLO can sustain VR applications. By jointly using multiple links with independent channel access procedures, MLO can reduce the overall delay, which is especially useful in the uplink, as it has more stringent requirements than the downlink, and is instrumental in delivering the expected performance. We show that using MLO can allow more users per network than an equivalent number of links using SLO. We also show that while maintaining the same overall bandwidth, a higher number of MLO links with narrow channels leads to lower delays than a lower number of links with wider channels.

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Understanding Multi-link Operation in Wi-Fi 7: Performance, Anomalies, and Solutions

Will Wi-Fi 7, conceived to support extremely high throughput, also deliver consistently low delay? The best hope seems to lie in allowing next-generation devices to access multiple channels via multi-link operation (MLO). In this paper, we aim to advance the understanding of MLO, placing the spotlight on its packet delay performance. We show that MLO devices can take advantage of multiple contention-free links to significantly reduce their transmission time, but also that they can occasionally starve one another and surprisingly incur a higher delay than that of a well planned legacy single link operation. We next examine and explain this anomaly, also putting forth practical workarounds to circumvent it. We conclude by pointing to other disruptive features that, if successfully paired with MLO, can usher in exciting and unprecedented opportunities for Wi-Fi 8.

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Performance and Coexistence Evaluation of IEEE 802.11be Multi-link Operation

Wi-Fi 7 is already in the making, and Multi-Link Operation (MLO) is one of the main features proposed in its correspondent IEEE 802.11be amendment. MLO will allow devices to coordinate multiple radio interfaces to access separate channels through a single association, aiming for improved throughput, network delay, and overall spectrum reuse efficiency. In this work, we study three reference scenarios to evaluate the performance of the two main MLO implementations -- Multi-Link Multi-Radio (MLMR) and Multi-Link Single-Radio (MLSR) -- , the interplay between multiple nodes employing them, and their coexistence with legacy Single-Link devices. Importantly, our results reveal that the potential of MLMR is mainly unleashed in isolated deployments or under unloaded network conditions. Instead, in medium- to high-load scenarios, MLSR may prove more effective in reducing the latency while guaranteeing fairness with contending Single-Link nodes.

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