FleaNet : A Virtual Market Place on Vehicular Networks

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FleaNet : A Virtual

Market Place on

Vehicular Networks

Uichin 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/AdTorrent)

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

Vehicle-to-adstation communications

Inter-vehicle communications

Private Adstation

* Roadside stores (e.g., a gas station)

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)

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

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/ Q

1

Q

2

Q

1

Q

2

Red Car w/ Q

2

Q

1

Distributed Query Processing

Received query is processed to find a match of interests

Eg. Q

1

– buy iPod / Q

M

– sell iPod / Q

2

– buy Car

Q

M

Q

2

(1) Find a matching query for Q

2

 No match found

Q M Cyan car w/ Q

M

(2) Send a match notification msg to the originator of query Q

M

Q2

Q

M

 Q

1

(1) Find a matching query for Q

M

 Found query Q

1

Q

M

Q

1 Red car w/ Q

2

& carries Q

1

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

Q

M

LocalMatch

Q

M

 Q

1

Cyan car Green car

Q

1

T-1s

Yellow car

RESP

TRX

REQ

Blue car

Q

1

T-5s

Red car

Q

1

T

Originator of Q

1

Q

1

T-10s Current Time: T

Encounter timestamp

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)

Items (log)

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%

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

450

400

350

300

250

200

150

100

50

0

5 10 15 20

Average Speed (m/s)

N=100

N=200

N=300

25

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)

40

30

20

10

0

70

60

50

N=100/V=5

N=100/V=25

N=300/V=5

N=300/V=25

0.05

0.1

0.15

Popularity

0.2

0.25

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)

500

450 N=100/V=25m/s

400

350

300

250

200

150

100

50

0

1 11 21 31 41 51 61 71 81 91 avg. stationary avg. mobile

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?

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