In sponsored content and service markets, the content and service providers are able to subsidize their target mobile users through directly paying the mobile network operator, to lower the price of the data/service access charged by the network operator to the mobile users. The sponsoring mechanism leads to a surge in mobile data and service demand, which in return compensates for the sponsoring cost and benefits the content/service providers. In this paper, we study the interactions among the three parties in the market, namely, the mobile users, the content/service providers and the network operator, as a two-level game with multiple Stackelberg (i.e., leader) players. Our study is featured by the consideration of global network effects owning to consumers' grouping. Since the mobile users may have bounded rationality, we model the service-selection process among them as an evolutionary-population follower sub-game. Meanwhile, we model the pricing-then-sponsoring process between the content/service providers and the network operator as a non-cooperative equilibrium searching problem. By investigating the structure of the proposed game, we reveal a few important properties regarding the equilibrium existence, and propose a distributed, projection-based algorithm for iterative equilibrium searching. Simulation results validate the convergence of the proposed algorithm, and demonstrate how sponsoring helps improve both the providers' profits and the users' experience.
Measurement and Analysis of Quality of Service of Mobile Networks in Afghanistan End User Perspective
增强的服务质量(QoS)和移动电话用户的满意度是服务提供商的主要关注点。为了有效地管理网络并提供增强的端到端体验质量(Quality of Experience,QoE),运营商需要从不同的角度和网络的不同相关点来测量和分析QoS。本文的范围是从最终用户的角度在阿富汗的移动网络的QoS的测量和统计分析。该研究基于从五家手机运营商的1,515名手机用户中随机收集的原始数据。本文还提出了适当的技术解决方案,移动运营商,以解决现有的挑战,在该地区的QoS和保持市场竞争力。基于处理数据的结果,考虑到地理位置,人口和政府的电信法规,作者建议部署小型小区(SC),增加定期性能测试的数量,优化基站的位置,增加载波的数量,以及高阶扇区化作为建议的技术解决方案。
计算设备的智能化已经看到计算设备在社会中变得越来越普遍。随着这种增加的普及性,小型计算设备的技术也得到了改进。移动设备现在能够捕获各种形式的多媒体,并且能够使用越来越多的通信技术进行无线通信。本地内容的所有者和创造者有动力以不断增加的数量分享这些内容;结论是,社交网络网站正在经历一场人们社区之间分享信息的革命。随着集中式系统负载的增加,我们提出了一种新的分散式点对点方法,称为市场联系协议(MCP),以实现具有成本效益,可扩展性和高效的内容共享使用机会网络(口袋交换网络),激励,上下文感知,社交联系和移动设备。在报告中,我们描述了如何在JiST(Java in Simulation Time)框架之上叠加地理框架来模拟MCP,以评估和测量其在大规模移动对等体之间共享内容的能力。MCP的结论是一个强大的手段,通过它来共享内容在一个大规模的移动ad-hoc环境。