Showing posts with label 4G. Show all posts
Showing posts with label 4G. Show all posts

COOPERATIVE PERSONAL/GROUP SERVICES IN 4G



Personal computing paradigm flourished faster than any other domain and with its marriage with the networking world, it gave birth to a new era of computing called ubiquitous computing. 4G is not the name of a single technology, rather it is a cooperative platform where a large range of heterogeneous wireless networks and services coexist. The diverse devices, network and service elements find their way into the life of the end-user and this integration of 4G elements into the end-user environment should ideally go unnoticed to the user; so that the technology eventually focuses over the user and not the user focuses on the diversity of technology around him. Calm 4G technology integrated into user's world is only possible with the essence of cooperation, sharing, openness and trust, within the user's own devices and among the users. The notion of cooperation in personal/group services may take various dimensions ranging from technology and services to socio-physiological aspects.
There is a large array of actors in 4G service arena such as user, service/content provider, network operator, regulatory bodies, and so on, who bind their own proper stakes with 4G's success. However, economically speaking, user is a major player; a center of the entire 4G globe, whereas the other actors join hands to meet the expectations of the end-user. Taking the technological dimension, in the last few years, number of heterogeneous devices emerged and networked, ranging from mobile communication equipments to home electronics. This proliferation results into the availability of large range of choices to the user to communicate in highly diverse environments. As a result, in a 4G system, the user is surrounded by a variety of devices offering a multiplicity of different services, as shown in Figure 1. Moreover, the utilization of these devices and services dramatically changes with the change in user's environment. Therefore, the devices and services in the 4G world should have a high deal of adaptation capabilities. "Personalization" is a key word in this context. Since every user is unique in his roles, taste and likings; the 4G systems should be intelligent enough to fully understand the user and adapt the network and service elements according to user's preferences.

 
Figure 1: User-centric cooperation
In a user-centric model, the user is the focus of the whole system. The cooperation among his heterogeneous devices and his environment is vital for the seamless working of the entire 4G system. Here, we refer to the cooperation in two dimensions. At first, the devices themselves need to cooperate, for instance, while the user is busy working on his laptop and he receives an important voice message on his mobile phone, the mobile phone should track the activity of the user in order to notify him about the voice message. To this end, irrespective of their specifications, the user's devices should be able to cooperate in order to help the user in his daily life. And second, the devices should cooperate with the user's environment. Since the user preferences vary with the change in his environment therefore the devices should be capable to dynamically adjust themselves accordingly. For instance, if the user receives a video call while at home sitting in his TV lounge, the mobile phone should intelligently detect the activity/mood of the user and should propose to transfer the video flow on the higher resolution screen placed in front of the user. These both dimensions of cooperation are only possible when the 4G systems encircling the distinct end-user, fully understand the socio-physiological and the technological potentials and limitations of cooperation.
In 4G, towards personalization and user-centric cooperation, we generalize the concept of Personal Computers (PCs) and extend it towards Personal Networks (PN). It is a system/network owned and operated by one person i.e. the PN owner. The PN owner is the sole authority in his personal interconnected devices and can use the PN in a way he wants. The personal devices may be located, both in his close vicinity (forming a PAN) and at remote locations. Figure 2 presents the PN of Bob, which is composed of his home, office and car clusters. The owner of the PN can add new devices or personalized services in his personal network according to his will. The PN for its owner is a heaven of personalized services in the cyberspace and appears as a black box to the outside world.

 
Figure 2: Bob ‘s personal network
Group-centric cooperation is also referred as cooperation among the end-users who are organized in groups. This is somehow fundamentally opposite to the user-centric cooperation, where only the user's devices and environments cooperate, and this cooperation appears as a dark cloud for the outside world (for other users). In fact, the 4G services which can be made available to a single user (with user-centric cooperation) are limited and the users need to cooperate with the each other to extend their global services repository. In addition, many service-oriented patterns need to extend the boundaries of "user-centric cooperation" and involve the secure interaction of multiple users having common interests for various professional and private services. Moreover, in this federated users environment towards group-centric cooperative model, the distinct users can offer services to each other promoting the concept of "give and take".
In order to promote the group-centric cooperation in 4G systems, the concept of Personal Network Federations (PN-F) has been recently introduced in the European MAGNET Beyond project. PN-F addresses the interactions between multiple PN users with common interests for a range of diverse services. A PN federation can be defined as a secure impromptu, situation-aware or beforehand agreed cooperation between a subset of relevant devices belonging to different PNs for the purpose of achieving a common goal or service by forming an efficient collaboration. Consider the PN-F B in Figure 3, a simple example of PN-F is the federation of PNs belonging to a group of students in a classroom, sharing lecture notes.

 
Figure 3: Personal network federation architectures
Based on how cooperation between devices in different PNs is realized in order to establish the federation, we can differentiate between infrastructure and spontaneous PN federations. In an infrastructure based federation, PN-F is established between devices in PN clusters that are all connected to an infrastructure network. As shown in Figure 3, the infrastructure PN-F i.e. PN-F A is formed between the user 1 and user 2, who are located across the infrastructure network. On the other hand, in a spontaneous/ad-hoc PN-F, the federation is formed in the absence of a fixed infrastructure. This type of federation mostly occurs when nearby users collaborate within a federation.
The cooperation among the users, their devices and environments results into the development of a "Personal Ubiquitous Environment" around the user, which permits the "ubiquitous global access" to a vast number and variety of information resources. This uniform and comprehensive sense of cooperation results into a vast base of services for all the users who are part of this personal ubiquitous environment village. In the language of Personal Networking, we can collectively define PN and PN-F as a Personal Ubiquitous Environment. As shown in Figure 4, three users come closer to share devices, services and environments to form the cooperative group (PUE/PN-F). In PUE environment, the users believe in the essence of openness and sharing not only for their self-centric goals but also for the global benefits of the entire cooperative community. Those users, who are satisfied with their own proper resources and do not have any intention to cooperate; stays in their own user-centric environments i.e. PN, as shown in Figure 4.

 
Figure 4: Personal ubiquitous environment

Cooperative Services in 4G



The widely agreed upon rule for success in 4G telecommunication markets is to visualize a cooperative service chain of multiple suppliers to satisfy the ever-growing requirements of end customers (Roussos, 2003). The evolution of 4G systems in a multi-dimensional facet provided a scrupulous platform for deriving advanced and innovative user-oriented and cooperative services. Embossed to high level perspectives and equally leveraging on technical dimensions, we recognize several aspects of cooperative services; those related to personal (or group centric) services, intelligent transport network services, cooperative community networks and large scale ad hoc network services. As shown in Figure 1, these cooperative and heterogeneous services accounts for the efficient 4G convergence platforms that renders clear cut benefits in terms of bandwidth, coverage, power consumption and spectrum usage.

 
Figure 1: Cooperation in 4G, services perspective
The personal and group-centric communication models put forth a multitude of interesting services, benefiting from the "cooperative clouds" formed as a result of multi-level social groups based on self-organizing common objectives. Within this context, various compelling services for smart-home networking, cooperative health care etc. are shaping up. One such service is the cooperative distribution of media content in stationary home networks, where the transparency enabled by the seamless and intelligent platform equips the home network to converge into an interdependent service ecosystem for the consumers. Other services in group communication which exploits collaborative behavior include symbolic resource sharing among communication groups (for example, user-centric dynamic content sharing similar to popular web services like MySpace or YouTube), ubiquitous and collaborative healthcare monitoring at home or hospitals etc. The intelligent transport network is also a setting for providing collaborative 4G services from a user perspective. The most interesting among them is the development of evolutionary cooperative multi-player games as a massive collaborative constellation for vehicular networks. These self-evolving games are targeted at intelligent transport networks which range from private vehicle owners to public transportation system users. Other envisaged services include varying location-based services in offer on a cooperative basis, where the consumers could either locate their intended footage leveraging on the collaborative platform or the customers could market their business availing on cooperative advertisement options. This creates an open service ecosystem beneficial for the entire service value chain in vehicular transportation networks.
Wireless community networks (commercial, public and non-profit), have matured enough through the continuing evolution of mesh networks, which are now exploiting heterogeneity in a third generation mesh context with the use of multiple-radios (including different radios for downlink-uplink), dynamic interference detection and avoidance mechanisms, automatic location updating mechanisms etc. This, along with the introduction of inter-community networking aspects has given new dimensions to collaborative service distribution in community networks. This includes community-based IPTV services, cooperative web-radio, collective surveillance etc apart from common service attributes like resource sharing among users. In general, large-scale user cooperation is an important aspect to the success of community networks triggering the collaborative service-profit chain and introducing competitive differentiation. Mobile Ad Hoc networks applications have made appealing progress, particularly in the field of wireless sensor networks. Many distributed applications are envisaged in sensor networks where collaborative computing assumes the center stage; smart messaging services for sensors, collaborative objects tracking etc to name a few.
In the search for niche markets and opportunity for 4G, large organizations and policy makers converge to accept that the 4G landscape will not just be about defining higher data rates or newer air interfaces, but rather will be shaped by the increasing integration and interconnection of heterogeneous systems, with different devices processing information for a variety of purposes, a mix of infrastructures supporting transmission and a multitude of applications working in parallel making the most efficient use of the spectrum. On the contrary, users are getting more vary about the services that they require and the modes with which they prefer to communicate and cooperate, which also hugely influences the future of 4G commercialization. These developments has led us to think in the lines of personal/group services as the most appealing and predominant platform for the development of 4G; where the users collaborate in a distributed and cooperative fashion. This user-centric cooperation and supporting issues which accounts for the development of cooperative, ubiquitous, personal communication models

Towards Cooperative 4G Services


The goal of the original Internet was to provide a unified communication platform for different kind of devices and networks as well as future technologies, where every single host would be an equal player. However, this fundamental design radically changed over time with the emergence of the client/server architecture, with relatively small number of privileged servers serving a huge mass of consumer hosts. This emerged architecture was totally opposite to the fundamental design of the Internet i.e. "a cooperative network of peers". However, in late 90s, with the appearance of the music-sharing application, Napster, the Internet experienced another drastic change, where the architectural design of the Internet reverted and pushed back to its original "peer to peer" notion. The millions of hosts connected to the Internet, inspired by the culture of cooperation and openness, started connecting to each other directly, forming collaborative groups, sharing their resources to become user-created powerful information clusters. Currently, the peer to peer applications are using the Internet much as it was originally dreamed for; a common platform for hosts to collaborate and to share information as equal computing peers.
Wireless communication has simply revolutionized the way we communicate today and is not less than a magic for someone who does not know how it works. It enables us to communicate anytime, anywhere in any form (data, voice). However, wireless technology is not only limited to communication, it can offer much more than just a phone call. The limits of wireless communication are still unpredictable and unimaginable. The father of radio communication Heinrich Hertz once said "I do not think that the wireless waves I have discovered will have any practical applications." The inventor of first wireless telegraph system Guglielmo Marconi said "Have I done the world good; or have I added a menace?" These early giants of wireless communications were not so sure about the usefulness of their work and were underestimating the power of wireless. They might have envisaged that without the essence of cooperation and sharing, no technology can be economically and socially viable.
The cooperation in wireless technologies is a key to discover avariety of unforeseen innovative applications. This latter is the core reason, why the cooperation is gradually increasing with the progress in the generation of mobile systems. Cooperative and distributed wireless techniques have received significant attention in the past decade and a large body of research both highly useful and contradicting has emerged. Today we are at the doorstep of 4G systems, where collaborative services, technologies, environments and so on, are the major areas of research concern.
As it was originally expected, the future is not limited to cellular systems and 4G should not be exclusively understood as a liner extension of 3G In concrete terms 4G is more about services than ultra-high speed broadband wireless connectivity. As predicted in Frattasi (2005), keeping the cellular core, the network architecture will be predominantly extended to short-range cooperative communication systems. Apart from the coverage extension, power and spectral efficiency, increased capacity and reliability, this enormous flexibility at the user end will help in the development of "personal ubiquitous environment" around the user. The 4G service and technology infrastructure will induce the user's devices to form cooperative groups and share information and resources in order to attain mutual socio-technical benefits. The whole bunch of unforeseen 4G cooperative services would enable the 4G technologies to recede into the background of our lives, making us a part of an intelligent and ubiquitous personal substrate.
Until recently, the cooperative services in 4G systems have received significant attention due to their high degree of technological and social flexibility, infinite freedom of choice and cooperation for the user and more importantly, a potential mega-revenue source for the industrial players. Focus on the services side of the cooperation in 4G systems and discuss how these personalized services would make use of the multitude of wireless systems and networks available under the auspices of 4G in a cooperative manner.

Data & Results | 4G READINESS ASSESSMENT


Data

The data for the different countries were collected from different, and to the extent possible, reliable resources. However in some cases the authors have used industry experts opinion, when the data was incomplete or missing.
In the first category, the mobile wireless penetration was collected and the HSPA standards status from 3G Americas report. The data for the business environment and also for the social and cultural categories were collected from the Economist's study (2008). The spectrum law effectiveness is calculated from the subscribers served per MHz of spectrum allocated. The available spectrum used for commercial use was collected from CTIA(2008) and the GSM world (2008) reports. In developed countries the available spectrum was usually over 300 MHz and in the emerging ones around 200MHz. To calculate the rate, the number of mobile wireless subscribers was divided to the available radio spectrum and then the data were normalized to the highest value. In the next category, the data on consumer spending on telecom services per household, was collected from Euromonitor database and then normalized. The active mobile wireless services were collected from Netsizeguide (2008). Finally in the last category both variables were collected from the OECD (2008) database.

Results

The results are presented in Figure 1. Most of the countries' score is in a scale between 2 and 5. The developed countries as expected are ranking in the top-10 list, with the rest of the countries, Brazil, Russia, China and India in the lower part.
 
Country
Overall score
Connectivity and technology
Business environment
Social and cultural
Legal
Consumer
ICT spending
Category Weight
  
20%
15%
15%
15%
20%
15%
1
USA
3.619
1.86
8.53
9.00
1
1.49
1.13
2
Denmark
3.606
2.22
9.65
8.67
0.664
1.28
0.39
3
Australia
3.432
1 99
8.59
9.13
0.846
0.94
0.40
4
Finland
3.382
2.10
8.4
8.3
0.658
1.55
0.33
5
Germany
3.323
2.13
8.36
8.00
0.361
1.58
0.48
6
Netherlands
3.240
1.09
8.55
8.07
0.217
2.00
0.64
7
Sweden
3.227
1.12
8.52
8.6
0.658
1.65
0.28
8
Switzerland
3.357
1.06
8.57
8.27
0.292
1.80
1.44
9
UK
3.192
1.23
8.61
8.13
0.245
1.51
0.64
10
Japan
3.186
1.81
7.39
7.87
0.359
1.89
0.68
11
Canada
3.184
1.59
8.63
8.13
0.128
1.36
0.40
12
Hong Kong
3.176
2.22
8.64
7.47
0.188
1.18
0.34
13
Brazil
2.732
1.78
7.01
6.13
0.200
1.36
0.70
14
Russia
2.264
1.16
6.19
5.33
0.656
0.88
0.20
15
China
2.219
0.88
6.49
5.53
0.266
0.42
0.78
16
India
2.116
0.19
6.53
5.33
0.229
1.01
0.42

Figure 1: 4G-readiness ranking
The emerging markets such as China, and India, are expected to move up. Russia is surprisingly lagging behind the developing markets, revealing inefficiency to the LTE path

Categories | 4G READINESS ASSESSMENT



In this post, we are describing the 6 different category and the weights as shown in Figure 1.
Category Weight
Connectivity and technology infrastructure
Business environment
Social and cultural environment
Legal environment
Consumer and business trend
Government policy and vision
Criteria
  1. mobile phone penetration
  2. current industry standards
Overall political environment; macroeconomic environment; market opportunities policy toward private enterprise; foreign investment policy; foreign trade and exchange regime; tax regime; financing; the labour market.
Level of education and literacy; level of Internet literacy; degree of entrepreneurship; technical skills of workforce; degree of innovation.
spectrum laws efficiency, Subscribers served per MHz of Spectrum
  1. Consumer spending on communications services;
  2. availability of mobile wireless services for citizens and businesses
  1. Telecom investing per GDP
  2. Total ICT national spending rate
Percentage
20%
20%
15%
10%
20%
15%

Figure 1: 4G readiness categories and weights
Using several resources and databases as listed in the Appendix, we build an index for each country and based on its value, we rank it in our list into a certain position out of the 16. The index, when calculated is expected to be on a scale 1-10
The first of the categories is about connectivity and technology infrastructure, which is one of the most significant drivers, adding 20% to the overall score. The connectivity measures the extent to which businesses can access mobile networks, integrating the 4G path. The effective access uses the mobile-phone penetration that includes both 2G and 3G technology per country. Regarding the 4G path, most of the countries chose High Speed Download Packet Access (HSDPA) and High Speed Upload Packet Access (HSUPA) deployment before migrating to the LTE technology by. Most of the countries prefer not to deploy advanced HSPA or HSPA plus, but instead to spend the money on LTE testing as T-Mobile did in the USA. Thus in the figure if in a country both technologies are deployed, HSDPA and HSUPA the value ‘1’ is assigned otherwise if only one of the two is in-service then value ‘0.5’ is assigned. These two technologies are considered as 3.5G and 3.75G respectively.
For this category, the metrics are mobile phone penetration and industry standards in-service.
The second category is the business environment, weighing 15% in the overall score. As explained in the criteria "cover such factors as the strength of the economy, political stability, taxation, competition policy, the labour market, and openness to trade and investment."
The third category refers to the social and cultural environment, weighing a 15% in the overall score. The environment again is expected to be similar to the one defined in the Economist's study, since the 4G evolution will not at least at this point and with the current knowledge to bring any major changes into that environment different from the digital study. Thus "e-literacy and basic education" could define this category's criteria. 
The fourth category describes the legal environment, weighing a 15% in the overall score. It is very important to identify the legal and regulatory environment per country. The spectrum law policy with a combination of the spectrum's availability is considered to be the most important metric in that case, quantifying its effectiveness for each market. More specifically, the number of subscribers served per MHz is calculated. This shows the market's efficiency to adjust to the regulatory environment keeping up with growth and profits for the operators. Finally, all the values are .normalized to the US one, which is the highest, proving that the US wireless carriers are able to get so much more use of the spectrum available.
The next category to be included is the Consumer's or the demand side, weighing an overall score of 20% into the index calculation.
Except for the supply side, we need to describe the demand side and the roadmap for the adoption of technology. Consumer spending on communications services is very important on each country's trends and the amount of money the subscribers are willing to spend. Additionally the market's efficiency as the consumers are demanding more services is described from the number of services that are activated in 3 general areas, mobile games, music and TV. If all three services are offered in the market then the value "1" is assigned, if one of the three services "0.33" and two of the three "0.66". A market is more efficient and is converging faster into new services and technologies, when it offers all of the three services, showing the consumer's demand and advanced needs. The category metrics are consumer spending on telecom services per household and active mobile services.
Finally, the last category is the R&D spending, accounting for 15% of the overall score.
The Telecom investing as a rate of the overall Gross Domestic Product (GDP) index is a significant metric that should be considered as part of the country's strategy especially in the long run. The investment could include trials, new networks and R&D projects etc. Additionally a country's profile could be completed with the Information and Communications Technology national spending rate. That metric could differentiate the countries and the special weight they put on the ICT sector overall. All this spending should be expected to pay back or to bring some results to the market after a certain amount of time that could range from 4-5 years. Thus the volume spent today, could pay back by 2011 and contribute into the 4G commercial deployment.

Methodology | 4G READINESS ASSESSMENT



The need for strategic planning and new services has urged the need for new studies that could give an idea of the current 4G status of the countries and their move towards the future 4G deployment.
The new 4G readiness concept could be defined as "state of play" of a country's mobile wireless 4G preparation status, and the ability of its potential and existing consumers, businesses and governments to use in the future the mobile wireless and broadband to their benefit. Based on the 4G readiness criteria we will rank the countries as a first step in estimating how soon they will close the gap to new 4G technological environment.
To measure each country's innovation using the Motivation/Ability framework (Figure 1). In this framework, we are describing the 4 different quadrants and how they are adjusted into our problem. The Motivation means that the 4G including the digital convergence should be the "pot of gold" and the new opportunity awaiting for the winners that most likely would be the first movers. The Ability describes the resources needed to develop 4G and craft them into business models for new products and services.

 
Figure 1: Motivation/ability framework 
In the "Looking for a target" section, the operators are still undecided regarding the more beneficial choice or are lacking the spectrum to develop a new market. This hesitation also can derive from the "Looking for the Money" section, since the players are still expecting the 3G to pay off before they move into a new investment or wait for the LTE, in order to upgrade the GSM networks that might also include lower cost, much less than developing a WiMAX solution. "The Dilemma" is what we can quantify using our 4G readiness metrics and estimate per country, assuming basic innovation and ability. Finally "The Hotbed" is addressing all the innovative countries that feel confident and in the right path for the 4G adoption in the near future.
Other important non-market factors for 4G based on the framework development are:
  • Industry standards
  • Cultural norms
  • State of technological development
  • Government regulation
  • Country's intellectual property infrastructure
We are applying non-market metrics and factors, because there are no markets structured shaped yet and the current 3G markets provide very little knowledge to support the new landscape for 10 years from today.
More specifically we will rank the following list of countries that are included in the top 20 of the referred study: Canada, Hong Kong, Netherlands, Switzerland UK, Denmark, Germany, USA, Japan, Sweden and Finland.
Also, some other countries will be added, such as China due to the China Mobile 4G activity and trials as mentioned before. Other strategic countries added in the sample: India, Russia, Brazil due to the following facts or figures:
  • Almost represent half of the world's population
  • Showing record in wireless adoption in the last few years
In our methodology we are using as input countries with the most efficient digital users, assuming they are more technologically innovative, demanding more advanced services than the rest of the world. The suggested categories and the data collected will be similar to the e-readiness study, adjusted more specifically when needed into the mobile wireless dataset, trying to include important non-market factors as already described. We assume in most cases that the 4G evolution can be considered as a digital subcategory developing similar categories and criteria.

4G Drivers and SCENARIOS | WIMAX VS. LTE



The rising mobile subscribers by 2011, estimating over 4 billion, in combination with converged systems and applications are the main contributors of the 4G evolution (GSM world 2009). Several services are expected to drive to the 4G converged ecosystem but the future operators revenues are data services and mainly entertainment services. Three services that exist in today's markets are expected to play a significant role in the future and into a more advanced mode. These are music, mobile games and mobile TV.
The new mobile user's lifestyle is increasing needs capacity, although the ‘walled garden’ might still be a limitation restricting the customer's experience. The users are changed from consumers to producers of content such as photos, videos etc. Several applications will drive the mobile broadband market globally, including:
  • Web 2.0,
  • Online blogs,
  • Mobile music,
  • Location Based Services (LBS),
  • Multimedia messaging,
  • Gambling and
  • Mobile TV.
There are a few scenarios discussed including WiBro, which is expected to evolve during 2010 and 2015 and attempting to cover different markets through restructuring and transition into 4G. For the next 5 years Verizon network will evolve into a 28Mbps download speed, leading to an early 4G LTE adoption compared to Vodafone.
These scenarios could be summarized as following:
  1. Independent 4G system with one standard, the 3GPP LTE
  2. Transition from 3G into 4G with existing (3GPP LTE) or new service providers WiMAX and WiBro
  3. Co-existence of different standards
  4. Spread of open transmission
To explain the above cases, we claim that history matters and the path dependent concept can really explain the long-term outcome based on initial conditions. The 4G development depends on the initial conditions as shaped from 3G in most of the cases. Based on the ‘Increasing Returns’, and ‘Path Dependency’, where alternatives are possible, and regarding the standards, "the one selected and heavily invested is good enough' or even optimal and remains in use because it becomes established in use". This theory is matching the scenario of different standards coexistence that will interact in the ecosystem and complement each other referring to an advanced LTE or LTE+ and WiMAX that will be established and standardized as 802.16e that offers advanced mobility. This is what usually occurs in technological development scenarios.

4G TECHNOLOGIES



Technological Feasibility

There are several technologies suggested to deploy in 4G and these may include
  • Software Defined Radio (SDR): is a radio communication system where components that have typically been implemented in hardware (i.e. mixers, filters, amplifiers, modulators/demodulators, detectors etc.) are instead implemented in that allows changing the radio characteristics flexibly to meet specific requirements.
  • Orthogonal frequency - division multiplexing (OFDM): is a frequency-division multiplexing (FDM) scheme utilized as a digital multi-carrier modulation method.
  • Multiple-input and multiple-output, or MIMO), is the use of multiple antennas at both the transmitter and receiver to improve communication performance.
  • Universal Mobile Telecommunications System (UMTS), standardized by 3GPP.
  • Time Division-Synchronous Code Division Multiple Access, or TD-SCDMA, is a 3G mobile telecommunications standard, being pursued in the People's Republic of China by the Chinese Academy of Telecommunications Technology.
All these technologies are typified by high rates of data transmission and packet-switched transmission protocols. 3G technologies, by contrast, are a mix of packet and circuit-switched networks.
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