Dynamic QoS Management for Interactive
Multimedia in Integrated 4G/5G Networks
Kirti Keshav
1
, Ashish Kumar Pradhan
1
, T Srinivas
2
and Pallapa Venkataram
2,*
1
Samsung Semiconductor India Research, Doddanekundi, Bangalore, India-560037
2
Department of Electrical Communication Engineering, Indian Institute of Science, Bangalore, India-560012
Abstract
INTRODUCTION: Emerging interactive multimedia applications such as VR have some key requirements that
communication medium must full fill in order to have a smooth interactive experience. These requirements
include higher uplink and downlink throughput requirement, low latency, and consistent throughput even
at the cell edge. Present day 4G/5G Network faces a lack of resource availability for highly sophisticated
applications like interactive multimedia. While 4G/5G networks do have a QoS mechanism to handle multiple
varieties of traffic requirements, they are passive. At best, initial negotiated QoS are changed on a reactive
basis.
OBJECTIVES:This work proposes a dynamic QoS management scheme so that the overall necessary resource
allocation for interactive multimedia and non-interactive applications can occur.
METHODS: The scheme uses mobile agents which can efficiently predict possible disruption in QoS and help
both server and users to adapt to changing network situation. This way user can be notified of an expected or
estimated service quality change in advance, timely adaptation is possible. use this information to for efficient
QoS negotiation and re-negotiation.
RESULTS: The developed scheme has been tested with different sizes of the 4G/5G networks with several
virtual reality users along with other background loads of applications.
CONCLUSION: Results are quite encouraging and the system is practically implementable.
Received on 23 May 2021; accepted on 13 June 2021; published on 23 June 2021
Keywords: Quality of Service, Interactive Multimedia, 4G/5G Integrated Multimedia Networks
Copyright © 2021 Kirti Keshav et al., licensed to EAI. This is an open access article distributed under the terms of the
Creative Commons Attribution license, which permits unlimited use, distribution and reproduction in any medium so
long as the original work is properly cited.
doi:10.4108/eai.23-6-2021.170243
1. Introduction
Emerging interactive multimedia applications such
as Virtual Reality (VR) and Augmented Reality
are upcoming important applications in healthcare,
autonomous transport, education, tactile internet, and
industrial automation. However, these applications face
challenges over cellular networks. VR applications
have significant throughput requirements for both
uplink and downlink. However, the requirement is
asymmetric as the downlink data rate requirement
is relatively high compared to the uplink data rate.
In addition to the high throughput requirement,
low latency is another crucial requirement for an
immersive experience. For latency, uplink has more
*
Corresponding author. pallapa@iisc.ac.in
stringent requirements as compared to downlink.
For a consistent experience of complete immersion
everywhere, consistent throughput is required even at
the cell edge. Other issues such as frame structure
limitation, propagation delay, packet loss due to
wireless error, resource allocation delays, insufficient
quality of service provisions, effects on network
performance due to multi-SIM devices, and static
scheduling algorithms also lead to poor user experience.
There is an increasing need and demand for networks
to care for the quality of service for various applications
by making necessary resource allocation provisions
across network components. Mainly technical issues
have emerged in radio resources management, such
as bandwidth allocation, call admission control, and
Quality of Service (QoS) management. To meet the
interactive application’s QoS requirement, issues in QoS
1
EAI Endorsed Transactions
on Mobile Communications and Applications Research Article
EAI Endorsed Transactions on
Mobile Communications and Applications
05 2021 - 07 2021 | Volume 6 | Issue 19 | e2