FlashlinQ – Direct Device-to-Device Communication Technology

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Future of Wireless? The Proximate Internet Rajiv Laroia

COMSNETS, January 7, 2010

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FlashlinQ – Direct Device-to-Device Communication Technology

Over Licensed Spectrum No Infrastructure Needed

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Where We are Today

•  Wireless –  WAN

•  1G – Analog voice •  2G – Digital voice •  3G/4G – Broadband data/voice •  No notion of physical location or proximity

–  LAN •  WiFi •  Bluetooth •  Ad hoc networks (WiFi P2P mode)

•  Wired –  Ethernet – local –  Internet

•  Global •  No notion of physical location or proximity

We Are Social Beings That Interact With The Physical World Around Us

FlashlinQ – The Vision

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Consider a Place

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Perhaps a “Neighborhood”

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or the “Mall” nearby

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or your “Home”

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or someone’s “Office”

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...and how these places relate to people

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and things,

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and wireless,

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And then consider...

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amidst these places,

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the Internet is being Embedded.

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(all people will be connected!!!)

Sometimes with great fanfare! (3G)

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(so will all things…)

but more often silently…

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And then consider...

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that your mobile Internet device

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walks about as if blindfolded

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to its

Physically-Proximate

Internet.

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Need for a Proximate Internet

Proximate Internet compliments the Internet, does not replace it

Mobile/fixed ‘devices’ communicate with nearby mobile/fixed ‘devices’ Think of devices as ‘higher layer entities’ such as applications or services

•  Location based services over 3G networks –  Mobile-to-fixed (could also be mobile-to-mobile)

•  Bluetooth based proximate services –  File/content sharing – mobile-to-mobile –  Local advertising – mobile-to-fixed

•  WiFi based in home services –  Apple devices using Bonjour – mobile-to-fixed or fixed-to-fixed

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Current Solutions for Proximate Internet - Centralized

•  WAN-GPS based approach –  Mobile WAN devices determine location using GPS –  Devices communicate their location to a ‘God-Box’ in the network –  God-Box tracks all devices –  God-Box informs devices of services and mobiles in their vicinity

•  Issues with WAN-GPS based approach –  GPS consumes power –  GPS unreliable Indoors –  Privacy concerns with God-Box tracking everything –  Uses expensive WAN capacity –  Does not cover non-WAN devices –  Does not scale well for high device density –  Closed business model – slower innovation in services

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Current Solutions for Proximate Internet - Distributed

•  WiFi based –  Generally mobile-to-fixed infrastructure –  Mobile-to-mobile with WiFi P2P mode

•  Bluetooth based –  Direct device-to-device communication –  Master/slave devices (not P2P)

•  Issues with WiFi/Bluetooth based approaches –  Device discovery power hungry – no automatic discovery –  Very small range – cannot be increased (unlicensed spectrum) –  Existing Phy/Mac not designed to scale with device density –  No power efficient paging capability in WiFi –  Evolution of standard preserves Phy/Mac for backward compatibility

FlashlinQ Overview

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Requirements of Proximate Internet FlashlinQ

•  Discovery – establishing need to communicate –  Devices (application) discover all other devices within range (upto ~ mile)

•  Capable of discovering thousands of devices •  Identify only authorized devices (privacy maintained)

–  Automatic power efficient discovery every 10 seconds

•  Paging – initiating communication –  Link established through paging –  Paging ability once a second

•  Communication –  Once link established, devices can securely communicate –  ~2 msec framing –  All pairs that can coexist communicate simultaneously

•  Orthogonalization/reuse tradeoff - high system capacity

Synchronous technology

Licensed spectrum

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System Vision

•  One must be able to see many things…

•  One should see a higher layer entity…

•  One must be able to speak with what one sees…

•  One must be able to trust that which one speaks with…

•  One’s IP sessions should move to/from FlashLinQ as necessary…

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Proximate D2D NAN

(Neighborhood Area Network) QUALCOMM Proprietary and Confidential

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Autonomous Advertisements…

Mobile Notary Public

Courier: for Hire

Local Seamstress

School: Polling Place

Taxi: for Hire -> Heading to NYC, need a

ride?

Grocer -> ½ off Salami

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Good to know

Johnny is near home

A Family out for the day

A School Field Trip

The “Neighborhood

Watch” Cmte

Discovering what one cares about nearby…

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Communicating with it…

“Multi-player” Neighborhood Gaming

“Media Swap”

“Proximate Context-aware Gaming”

Mobile Social Network “Profile Matching”

In-building Automation Control

“Vouch” – building 3rd-party Trust Nets

“FlashPay” – eCash between eWallets

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FlashlinQ 1.  Discovery Autonomicity, Range and Number of Devices 2.  Self Organized Device-to-Device (D2D) Communication

3.  Session Mobility to/from FlashlinQ & Cellular/WiFi/etc.

FlashlinQ: A Clean Slate Approach to D2D

Buddy

Gamers

Advertisers

Unknown

Discovery D2D Communication

Desired link

Interference link

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All uniquely visible and trackable

Incoming Adverts

Even as I advertise

FlashlinQ Devices “see” past each other

Autonomous Expression Advertisements…

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1) Slot-by-slot, half-duplex scheduling (devices cannot simultaneously send and receive)

FlashlinQ Devices dynamically trade-off spectral reuse and

orthogonality

2) Each slot contains a “feasible” transmission link set (senders cannot “blind” receivers)

3) Unicast (and Broadcast) support

Ad Hoc Direct Transmission to Nearby Devices

FlashlinQ Devices can “talk” past each other

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Technical Challenges in FlashlinQ design

•  Large wireless dynamic range >100 dB –  All wireless systems need to deal with this range

•  WAN – unrestricted association •  WiFI – orthogonalization

–  FlashlinQ – timing synchronization & slotted orthogonalization

•  Half-duplexing –  Device cannot transmit and listen at the same time –  While device is transmitting, it cannot monitor signals from other devices

•  TDD –  Traditional TDD has a predetermined FL/RL partition –  Unlike traditional TDD, TX and RX partition in P2P may not be fixed a priori or

determined by a centralized controller

•  Distributed scheduling –  WAN – centralized scheduling by the basestation –  FlashlinQ – distributed scheduling where each device independently decides to

transmit or not

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Applications of FlashlinQ

•  Coordinate unlicensed spectrum communication –  Multichannel WiFi – discovery & paging

–  White-space communication

•  Social networking –  Discover friends in the vicinity

–  Find people that share common interests

•  Mobile advertizing

–  Neighborhood stores – products & services

–  People offering services

•  Remotely control devices around you •  …

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Thank You

Questions/Comments?

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