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6.1 Evaluation Setup

6.1.2 Influence of Mobility on Communication in Mobile Networks

The interaction between users and the availability of infrastructure-based communi-cation means strongly depend on the locommuni-cation of users. The realistic representation of human motion patterns is therefore important in the scenario considered in this work [34, 95, 131]. In a previous work, we developed a model for mobility and social interaction [160]. The proposed movement model relies on the use of attraction points to model application-specific points of interest. Real-world locations as points of inter-est incentivize users to approach and interact with these locations; thus, applications affect the movement. Direct interaction between users and friends establishes social connections. Taking a group of friends as an example helps in understanding this in-fluence. A user, who is attracted by an application-specific point of interest, very likely

Modeling social inter-connectivity of clients

communicates this attraction to his friends and thereby influences the movement of a whole group. The model uses OpenStreetMap (OSM) data for the underlying map.

Routing of users over pedestrian walkways is achieved with the GraphHopper open-source library2.

The movement model [160] contains four basic steps. First, thegeneration and place-ment of attraction pointsis conducted. The placement is either depending on a given strategy, based on OSM data, or provided by a trace. Afterwards, the model assigns each mobile client to one attraction point. Our proposed model allows for i) a ran-dom assignment,ii)an assignment to mimic the SLAW movement model [110], and iii)the assignment based on social ties taken from social graphs. The target location of assigned attraction points is randomly distributed in the vicinity of the attraction point to prevent clients from targeting the exact same spot. A random offset around the attraction point coordinates (x0,y0) is modeled via two Gaussian distributions Nu(u0, σ2)∀u∈[x0,y0]. We rely on the default parametrization of the model [160], with a radiusr of 25 m and σ = r/3 resulting in over 98.9 % of the clients being lo-cated within r around the attraction point location (x0,y0). The movement of clients towards assigned attraction pointsis handled in the third step. We rely on a map-based movement strategy in our work. However, direct linear movement (similar to SLAW [110]) is also supported as a baseline. When a client arrives at the desired attraction point, it waits for a random time tp, chosen from a uniformly distributed interval [tp,min,tp,max]. After waiting for tp, the assignment to a new attraction point begins.

Other than current attraction-based movement models presented in literature, where attraction points are fixed in their location, our model allows for floating attraction points [160]. This floating attraction points can be used to model, e. g., changing points of interest in mobile application such as PokémonGo.

While mobility models such as random waypoint [89] or Gaussian movement [115]

are not able to represent human mobility patterns realistically, these models are still widely used in mobile network research [53, 147]. We compare the resulting mobility

Representing human mobility

pattern of the different movement models in the following. Table 3 shows the different mobility models used for the comparison mentioned above and further analysis of the proposed contributions in this thesis.

2 https://github.com/graphhopper/graphhopper, [Accessed December 24th, 2018]

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Label Movement between Positions Next Targeted Position RWP [89] Linear movement without obstacles Random point on map LIN AP Linear movement without obstacles Random attraction point RND DA/NY Map-based via streets and pathways Random attraction point

DA/NY [160] Map-based via streets and pathways Attraction point from Tripadvisor Table 3: Mobility models used in this thesis. Map-based models use the urban areas of

Darmstadt (DA) or New York (NY) for routing of clients via pedestrian walkways.

1100 m

1100m

Number of visits

100 101 102

(a) RWP

1100 m

1100m

Number of visits

100 101 102

(b) LIN AP

1100 m

1100m

Number of visits

100 101 102

(c) RND DA Figure 21: Number of client visits for the mobility models RWP, LIN APs, and RND DA.

Figure 21 shows the number of visits of the clients during an observation interval of 60 minutes for the different movement models. Visits are measured and aggregated in cells of 20 m×20 m. The utilized simulation area measures 1100 m×1100 m. The random waypoint model (see Figure 21a) delivers an even distribution of visits on the simulation area. The model LIN AP uses 200 randomly placed attraction points between which the clients move with linear movement. LIN AP is an evolution of the random waypoint model [89] as it models the movement between static, pre-defined points of interest, which models human mobility in greater detail as visible in Figure 21b. Still, linear movement of clients and randomly placed attraction points are not representative for human mobility patterns [95]. Map-based movement, as used in Figure 21c, is a significant step towards realistic movement patterns [102]. The model, however, relies on randomly placed attraction points on the urban area, which does not reflect the social points of interests for humans.

Figure 22a and Figure 22b show the two main mobility models used in this work.

Both models rely on the movement model, as proposed in [160], with social ties between clients and attraction points, resulting in clients being more or less attracted by different attraction points. Figure 22a shows the model DA in an urban area of Darmstadt, Germany, while Figure 22b shows with the modelNYan urban area in New York, USA. In both models, the social force of attraction points results in more occurrences of clients around those areas. We use locations such as cafés, restaurants, and bars as attraction points as those are meeting places for humans in which they will most likely spend some time before heading for their next destination. We used

1100 m

1100m

Number of visits

100 101 102

(a) DA

1100 m

1100m

Number of visits

100 101 102

(b) NY

0 100 200 300 400 500 600 700 800 Number of visits

100 101 102 103 104

Occurrences

DA NY RWP

(c) Occurrences on locations Figure 22: Visualization of the mobility patterns of the DA and NY mobility models [160].

Comparison of the visits of clients on individual locations of the map.

available data from Tripadvisor3to decide on socially exciting places for the attraction points on the map. As both models imply different characteristics of the underlying map, we rely on both for our evaluation in this thesis [7]. New York (see Figure 22b) represents a grid-based structure, while Darmstadt (see Figure 22a) is an excellent example for an organic city development often observed in European countries. As the GraphHopper library is more likely to find multiple routes between two locations, the location visits are more equally distributed in grid-based urban structures.

The random waypoint model, as visible in Figure 21a, results in a very homogeneous distribution of clients on the simulated area over time. Realistic mobility models

Comparing the influence of city structures

that not only take the social ties between users and attracting points in the urban area into account but also consider the natural movement of humans in urban areas over pedestrian walkways provide a more distributed picture. Figure 22c shows the histogram of the occurrences on the map for the random waypoint model [89] and our used mobility models DA and NY as introduced before (see Table 3). With more client occurrences in the area of attraction points, the interaction times of clients grow naturally as groups of different sizes are formed over time. Figure 22c shows this for both mobility models DA and NY in comparison with RWP. While with RWP places are visited at most 200 times, DA and NY redistribute a large share of the occurrences of the clients to 300 visits and more.

Table 4 summarizes the parameters used for the simulation of the presented mobility models. The movement speed in the simulated 1.21 km2area is uniformly distributed between 1.5m/sand 2.5m/sas suggested and analyzed by Bohannon and Himann et al. in [20, 80]. Movement models that utilize attraction points rely on the pause time of clients tp, which is selected from the uniformly distributed interval [10 s,120 s]. Mobile client density varies between 49and247clients/km2depending on the utilized churn model. Unless otherwise specified we use a default density of 165clients/km2. Additionally, we use fluctuating client densities for later evaluations.

3 Tripadvisor is a recommendation website for hotels, restaurants, and other travel-related content. Its reviews and recommendations are mostly user-generated. https://www.tripadvisor.com/, [Accessed December 24th, 2018]

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Parameter Value Description

Simulation area 1100 m×1100 m Dimensions of the simulated area Movement speedmin,υmax] [1.5m/s,2.5m/s] Human movement speed [20, 80]

Pause times[tp,min,tp,max] [10 s,120 s] Waiting time on attraction points Mobile client densityclients/km2 49247;165 Client density in the simulated area

Table 4: Parameter configuration of the mobility models.