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User equipment based-computation offloading for real-time applications in the context of Cloud and edge networks

Abstract : Computation offloading is a technique that allows resource-constrained mobile devices to fully or partially offload a computation-intensive application to a resourceful Cloud environment. Computation offloading is performed mostly to save energy, improve performance, or due to the inability of mobile devices to process a computation heavy task. There have been a numerous approaches and systems on offloading tasks in the classical Mobile Cloud Computing (MCC) environments such as, CloneCloud, MAUI, and Cyber Foraging. Most of these systems are offering a complete solution that deal with different objectives. Although these systems present in general good performance, one common issue between them is that they are not adapted to real-time applications such as mobile gaming, augmented reality, and virtual reality, which need a particular treatment. Computation offloading is widely promoted especially with the advent of Mobile Edge Computing (MEC) and its evolution toward Multi-access Edge Computing which broaden its applicability to heterogeneous networks including WiFi and fixed access technologies. Combined with 5G mobile access, a plethora of novel mobile services will appear that include Ultra-Reliable Low-latency Communications (URLLC) and enhanced Vehicle-toeverything (eV2X). Such type of services requires low latency to access data and high resource capabilities to compute their behaviour. To better find its position inside a 5G architecture and between the offered 5G services, computation offloading needs to overcome several challenges; the high network latency, resources heterogeneity, applications interoperability and portability, offloading frameworks overhead, power consumption, security, and mobility, to name a few. In this thesis, we study the computation offloading paradigm for real-time applications including mobile gaming and image processing. The focus will be on the network latency, resource consumption, and accomplished performance. The contributions of the thesis are organized on the following axes : Study game engines behaviour on different platforms regarding resource consumption (CPU/GPU) per frame and per game module; study the possibility to offload game engine modules based on resource consumption, network latency, and code dependency ; propose a deployment strategy for Cloud gaming providers to better exploit their resources based on the variability of the resource demand of game engines and the QoE ; propose a static computation offloading-based solution for game engines by splitting 3D world scene into different game objects. Some of these objects are offloaded based on resource consumption, network latency, and code dependency ; propose a dynamic offloading solution for game engines based on an heuristic that compute for each game object, the offloading gain. Based on that gain, an object may be offloaded or not ; propose a novel approach to offload computation to MEC by deploying a mobile edge application that is responsible for driving the UE decision for offloading, as well as propose two algorithms to make best decision regarding offloading tasks on UE to a server hosted on the MEC.
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Submitted on : Tuesday, August 20, 2019 - 3:25:07 PM
Last modification on : Wednesday, September 9, 2020 - 3:57:05 AM
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  • HAL Id : tel-02268196, version 1


Farouk Messaoudi. User equipment based-computation offloading for real-time applications in the context of Cloud and edge networks. Networking and Internet Architecture [cs.NI]. Université Rennes 1, 2018. English. ⟨NNT : 2018REN1S104⟩. ⟨tel-02268196⟩



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