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FleaNet : A Virtual Market Place on Vehicular Networks

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  1. FleaNet : A Virtual Market Place on Vehicular Networks Uichin Lee, Joon-Sang Park Eyal Amir, Mario Gerla Network Research Lab, Computer Science Dept., UCLA

  2. Advent of VANETs • Emerging VANET applications • Safety driving (e.g., TrafficView) • Content distribution (e.g., CarTorrent/AdTorrent) • Vehicular sensors (e.g., MobEyes) • What about commerce “on wheels”?

  3. 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)?

  4. Outline • FleaNet architecture • FleaNet protocol design • Feasibility analysis • Simulation • Conclusions

  5. FleaNet Architecture-- System Components • Vehicle-to-vehicle communications • Vehicle-to-infrastructure (ad-station) communications * Roadside stores (e.g., a gas station)

  6. FleaNet Architecture -- Query Formats and Management • Users express their interests using formatted queries • 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 DB) • 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)

  7. FleaNet Protocol Design • FleaNet building blocks • Query dissemination • Distributed query processing • Transaction notification • Seller and buyer are notified • This requires routing in the VANET • VANET challenges • Large scale, dense, and highly mobile • Goal: designing “efficient, scalable, and non-interfering protocols” for VANETs

  8. 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 Yellow Car w/ Q1 Q2 Q1 Red Car w/ Q2 Q2 Q1

  9. QM Q1 Distributed Query Processing • Received query is processed to find a match of interests • Eg. Q1 – buy iPod / QM – sell iPod / Q2 – buy Car (1) Find a matching query for Q2 No match found Q2 QM Cyan car w/ QM (2) Send a match notification msg to the originator of query QM Q2 LocalMatchQMQ1 (1) Find a matching query for QM  Found query Q1 QM Red car w/ Q2& carries Q1

  10. QM 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 LocalMatchQMQ1 Q1 T-1s Green car Cyan car Yellow car TRXRESP TRXREQ Blue car Q1 T Q1 T-5s Originator of Q1 Red car T-10s Current Time: T Encounter timestamp

  11. FleaNet Latency • Restricted mobility patterns are harmful to opportunistic data dissemination • However, latency can be greatly improved by the popularity of queries • Popularity distribution of 16,862 posting (make+model) in the vehicle ad section of Craigslist (Mar. 2006) Frequency (log) Items (log)

  12. FleaNet Scalability • Assume that only the query originator can “periodically” advertise a query to its neighbors • We are interested in link load • Load depends only on average number of neighbors 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%

  13. 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

  14. Simulation Results • Impact of density and speed

  15. 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)

  16. avg. stationary avg. mobile 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) N=100/V=25m/s Latency rank

  17. 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?