fleanet : a virtual market place on vehicular networks uichin lee, joon-sang park eyal amir, mario...
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FleaNet : A Virtual Market Place on Vehicular NetworksUichin Lee, Joon-Sang Park Eyal Amir, Mario Gerla
Network Research Lab, Computer Science Dept., UCLA
Advent of VANETs Emerging VANET applications
Safety driving (e.g., TrafficView)Content distribution (e.g., CarTorrent/AdTorren
t)Vehicular sensors (e.g., MobEyes)
What about commerce “on wheels”?
Flea Market on VANETs Examples
A mobile user wants to sell “iPod Mini, 4G”A road side store wants to advertise a special
offer How to form a “virtual” market place using
wireless communications among mobile users as well as pedestrians (including roadside stores)?
Outline FleaNet architecture FleaNet protocol design Feasibility analysis Simulation Conclusions
FleaNet Architecture-- System Components Vehicle-to-vehicle communications Vehicle-to-infrastructure (ad-station) communications
Inter-vehic lecommunications
Private Adstation
Vehic le-to-adstationcommunications
* Roadside stores (e.g., a gas station)
FleaNet Architecture -- Query Formats and Management Users express their interests using formatted qu
eries eBay-like category is provided
E.g., Consumer Electronics/Mp3 Player/Apple iPod
Query management Query storage using a light weight DB (e.g., Berkeley D
B) Spatial/temporal queries Process an incoming query to find matched queries (i.
e., exact or approximate match) E.g. Query(buy an iPod) Query(sell an iPod)
FleaNet Protocol Design FleaNet building blocks
Query disseminationDistributed query processing Transaction notification
Seller and buyer are notified This requires routing in the VANET
VANET challengesLarge scale, dense, and highly mobile
Goal: designing “efficient, scalable, and non-interfering protocols” for VANETs
Query Dissemination Query dissemination exploiting vehicle
mobility Query “originator” periodically advertises
its query to 1-hop neighbors Vehicles “carry” received queries w/o further
relaying
Q1
Q2
Q1
Q2
Yellow Car w/ Q1
Red Car w/ Q2
Distributed Query Processing Received query is processed to find a match of
interests Eg. Q1 – buy iPod / QM – sell iPod / Q2 – buy Car
QM
QM
Q2
Q2
(1) Find a matching query
for Q2
No match found
QM
LocalMatchQMQ1
(2) Send a match notification msg to the originator of query QM
Red car w/ Q2
& carries Q1
Cyan car w/ QM
Q1
(1) Find a matching query
for QM
Found query Q1
Transaction Notification After seeing a match, use Last Encounter
Routing (LER) to notify seller/buyer Forward a packet to the node with more
“recent” encounter
QM
LocalMatchQMQ1
Q1
Q1
Q1
Q1 T-1s
T-5s
T-10s
T
Encounter timestamp
Current Time: T
Originator of Q1
Cyan car
Red car
Blue car
Green car Yellow
carTRXRESP
TRXREQ
FleaNet Latency Restricted mobility patterns are harmful to opportunistic
data dissemination However, latency can be greatly improved by the popularit
y of queries Popularity distribution of 16,862 posting (make+model) i
n the vehicle ad section of Craigslist (Mar. 2006)
Freq
uenc
y (l
og)
Items (log)
FleaNet Scalability Assume that only the query originator can “period
ically” advertise a query to its neighbors We are interested in link load Load depends only on average number of neighb
ors and advertisement period (not on network size)
Example: Parameter setting : R=250m, 1500B packet size, BW
=11Mbps N=1,000 nodes in 2,400m x 2,400m (i.e., 90 nodes
within one’s communication range) Advertisement period: 2 seconds Worst case link utilization: < 4%
Simulations Ns-2 network simulator 802.11b - 2Mbps, 250M
radio range Two-ray ground reflection
model “Track” mobility model
Vehicles move in the 2400mx2400m Westwood area in the vicinity of the UCLA campus
Metric Average latency: time to
find a matched query of interest
Westwood area, 2400mx2400m
Simulation Results Impact of density and speed
0
50
100
150
200
250
300
350
400
450
5 10 15 20 25
Average Speed (m/s)
Late
ncy
(S
eco
nd
s) N=100N=200N=300
Simulation Results Impact of query popularity
Popularity: the fraction of users with the same interest For a single buyer, increase the number of sellers (e.g.,
N=200/0.1 = 20 sellers)
0
10
20
30
40
50
60
70
0.05 0.1 0.15 0.2 0.25
Popularity
Late
ncy
(S
eco
nds)
N=100/V=5
N=100/V=25
N=300/V=5
N=300/V=25
Simulation Results Impact of ad-station location
Given N=100, fix each node in its initial location, and set it as a “stationary” ad-station (as a buyer)
measure the average latency to the remaining 99 mobile nodes (run 99 times, by taking turns as a seller: 1 buyer 1 seller)
0
50
100
150
200
250
300
350
400
450
500
1 11 21 31 41 51 61 71 81 91
Rank
Late
ncy
(S
eco
nds)
N=100/V=25m/s
avg. stationaryavg. mobile
Latency rank
Conclusions Proposed a virtual market concept in VANETs:
A mix of mobile and stationary users carry out buy/sell transactions (or any other matching of common interests) using vehicular networks
Mobility-assisted query dissemination and resolution (scalable and non-interfering) Node density/speed are closely related to the performance Popularity of a query greatly improves the performance Location of an ad-station is important to the performance
Future work Query aggregation to improve the performance
Unpopular queries/queries from ad-stations How to enforce cooperativeness of users? Security: false query injection and spamming?