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 trac 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 eciently 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 ecient QoS negotiation and re-negotiation. RESULTS: The developed scheme has been tested with dierent 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, insucient quality of service provisions, eects 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