Ahmed Elmokashfi

h-index19
2papers
2,321citations

2 Papers

1.2NIJul 22, 2020
Characterization and Identification of Cloudified Mobile Network Performance Bottlenecks

G. Patounas, X. Foukas, A. Elmokashfi et al.

This study is a first attempt to experimentally explore the range of performance bottlenecks that 5G mobile networks can experience. To this end, we leverage a wide range of measurements obtained with a prototype testbed that captures the key aspects of a cloudified mobile network. We investigate the relevance of the metrics and a number of approaches to accurately and efficiently identify bottlenecks across the different locations of the network and layers of the system architecture. Our findings validate the complexity of this task in the multi-layered architecture and highlight the need for novel monitoring approaches that intelligently fuse metrics across network layers and functions. In particular, we find that distributed analytics performs reasonably well both in terms of bottleneck identification accuracy and incurred computational and communication overhead.

3.0HCDec 5, 2018
Wireless Access to Ultimate Virtual Reality 360-Degree Video At Home

Huanle Zhang, Ahmed Elmokashfi, Zhicheng Yang et al.

Virtual reality 360-degree videos will become the first prosperous online VR application. VR 360 videos are data-hungry and latency-sensitive that pose unique challenges to the networking infrastructure. In this paper, we focus on the ultimate VR 360 that satisfies human eye fidelity. The ultimate VR 360 requires downlink 1.5 Gbps for viewing and uplink 6.6 Gbps for live broadcasting, with round-trip time of less than 8.3 ms. On the other hand, wireless access to VR 360 services is preferred over wire-line transmission because of the better user experience and the safety concern (e.g., tripping hazard). We explore in this paper whether the most advanced wireless technologies from both cellular communications and WiFi communications support the ultimate VR 360. Specifically, we consider 5G in cellular communications, IEEE 802.11ac (operating in 5GHz) and IEEE 802.11ad (operating in 60GHz) in WiFi communications. According to their performance specified in their standards and/or empirical measurements, we have the following findings: (1) Only 5G has the potential to support both the the ultimate VR 360 viewing and live broadcasting. However, it is difficult for 5G to support multiple users of the ultimate VR live broadcasting at home; (2) IEEE 802.11ac supports the ultimate VR 360 viewing but fails to support the ultimate VR 360 live broadcasting because it does not meet the data rate requirement of the ultimate VR 360 live broadcasting; (3) IEEE 802.11ad fails to support the ultimate VR 360, because its current implementation incurs very high latency. Our preliminary results indicate that more advanced wireless technologies are needed to fully support multiple ultimate VR 360 users at home.