991 resultados para Mobile cloud


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Mobile networks usage rapidly increased over the years, with great consequences in terms of performance requirements. In this paper, we propose mechanisms to use Information-Centric Networking to perform load balancing in mobile networks, providing content delivery over multiple radio technologies at the same time and thus efficiently using resources and improving the overall performance of content transfer. Meaningful results were obtained by comparing content transfer over single radio links with typical strategies to content transfer over multiple radio links with Information-Centric Networking load balancing. Results demonstrate that Information-Centric Networking load balancing increases the performance and efficiency of 3GPP Long Term Evolution mobile networks while greatly improving the network perceived quality for end users.

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Commoditization and virtualization of wireless networks are changing the economics of mobile networks to help network providers (e.g., MNO, MVNO) move from proprietary and bespoke hardware and software platforms toward an open, cost-effective, and flexible cellular ecosystem. In addition, rich and innovative local services can be efficiently created through cloudification by leveraging the existing infrastructure. In this work, we present RANaaS, which is a cloudified radio access network delivered as a service. RANaaS provides the service life-cycle of an ondemand, elastic, and pay as you go 3GPP RAN instantiated on top of the cloud infrastructure. We demonstrate an example of realtime cloudified LTE network deployment using the OpenAirInterface LTE implementation and OpenStack running on commodity hardware as well as the flexibility and performance of the platform developed.

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This work describes a semantic extension for a user-smart object interaction model based on the ECA paradigm (Event-Condition-Action). In this approach, smart objects publish their sensing (event) and action capabilities in the cloud and mobile devices are prepared to retrieve them and act as mediators to configure personalized behaviours for the objects. In this paper, the information handled by this interaction system has been shaped according several semantic models that, together with the integration of an embedded ontological and rule-based reasoner, are exploited in order to (i) automatically detect incompatible ECA rules configurations and to (ii) support complex ECA rules definitions and execution. This semantic extension may significantly improve the management of smart spaces populated with numerous smart objects from mobile personal devices, as it facilitates the configuration of coherent ECA rules.

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With the advancement of Information and Communication Technology ICT which favors increasingly fast, easy, and accessible communication for all and which can reach large groups of people, there have been changes, in recent years in our society that have modified the way we interact, communicate and transmit information. Access to this, it is possible, not only through computers situated in a fixed location, but new mobile devices make it available, wherever the user happens to be located. Now, information "travels" with the user. These forms of communication, transmission and access to information, have also affected the way to conceive and manage business. To these new forms of business that the Internet has brought, is now added the concept of companies in the Cloud Computing ClC. The ClC technology is based on the supply and consumption of services on demand and pay per use, and it gives a 180 degree turn to the business management concept. Small and large businesses may use the latest developments in ICT, to manage their organizations without the need for expensive investments in them. This will enable enterprises to focus more specifically within the scope of their business, leaving the ICT control to the experts. We believe that education can also and should benefit from these new philosophies. ?Due to the global economic crisis in general and each country in particular, economic cutbacks have come to most universities. These are seen in the need to raise tuition rates, which makes increasingly fewer students have the opportunity to pursue higher education?. In this paper we propose using ClC technologies in universities and we make a dissertation on the advantages that it can provide to both: universities and students. For the universities, we expose two focuses, one: ?to reorganize university ICT structures with the ClC philosophy? and the other one, ?to extend the offer of the university education with education on demand?. Regarding the former we propose to use public or private Clouds, to reuse resources across the education community, to save costs on infrastructure investment, in upgrades and in maintenance of ICT, and paying only for what you use and with the ability to scale according to needs. Regarding the latter, we propose an educational model in the ClC, to increase the current university offerings, using educational units in the form of low-cost services and where students pay only for the units consumed on demand. For the students, they could study at any university in the world (virtually), from anywhere, without travel costs: money and time, and what is most important paying only for what they consume. We think that this proposal of education on demand may represent a great change in the current educational model, because strict registration deadlines disappear, and also the problem of economically disadvantaged students, who will not have to raise large amounts of money for an annual tuition. Also it will decrease the problem of loss of the money invested in an enrollment when the student dropout. In summary we think that this proposal is interesting for both, universities and students, we aim for "Higher education from anywhere, with access from any mobile device, at any time, without requiring large investments for students, and with reuse and optimization of resources by universities. Cost by consumption and consumption by service?. We argue for a Universal University "wisdom and knowledge accessible to all?

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La forma de consumir contenidos en Internet ha cambiado durante los últimos años. Inicialmente se empleaban webs estáticas y con contenidos pobres visualmente. Con la evolución de las redes de comunicación, esta tendencia ha variado. A día de hoy, deseamos páginas agradables, accesibles y que nos presenten temas variados. Todo esto ha cambiado la forma de crear páginas web y en todos los casos se persigue el objetivo de atraer a los usuarios. El gran auge de los smartphones y las aplicaciones móviles que invaden el mercado actual han revolucionado el mundo del estudio de los idiomas permitiendo compatibilizar los recursos punteros con el aprendizaje tradicional. La popularidad de los dispositivos móviles y de las aplicaciones ha sido el principal motivo de la realización de este proyecto. En él se realizará un análisis de las diferentes tecnologías existentes y se elegirá la mejor opción que se ajuste a nuestras necesidades para poder desarrollar un sistema que implemente el enfoque llamado Mobile Assisted Language Learning (MALL) que supone una aproximación innovadora al aprendizaje de idiomas con la ayuda de un dispositivo móvil. En este documento se va a ofrecer una panorámica general acerca del desarrollo de aplicaciones para dispositivos móviles en el entorno del e-learning. Se estudiarán características técnicas de diferentes plataformas seleccionando la mejor opción para la implementación de un sistema que proporcione los contenidos básicos para el aprendizaje de un idioma, en este caso del inglés, de forma intuitiva y divertida. Dicho sistema permitirá al usuario mejorar su nivel de inglés mediante una interfaz web de forma dinámica y cercana empleando los recursos que ofrecen los dispositivos móviles y haciendo uso del diseño adaptativo. Este proyecto está pensado para los usuarios que dispongan de poco tiempo libre para realizar un curso de forma presencial o, mejor aún, para reforzar o repasar contenidos ya aprendidos por otros medios más tradicionales o no. La aplicación ofrece la posibilidad de que se haga uso del sistema de forma fácil y sencilla desde cualquier dispositivo móvil del que se disponga como es un smartphone, tablet o un ordenador personal, compitiendo con otros usuarios o contra uno mismo y mejorando así el nivel de partida a través de las actividades propuestas. Durante el proyecto se han comparado diversas soluciones, la mayoría de código abierto y de libre distribución que permiten desplegar servicios de almacenamiento accesibles mediante Internet. Se concluirá con un caso práctico analizando los requisitos técnicos y llevando a cabo las fases de análisis, diseño, creación de la base de datos, implementación y pruebas dentro del ciclo de vida del software. Finalmente, se migrará la aplicación con toda la información a un servidor en la nube. ABSTRACT. The way of consuming content on the Internet has changed over the past years. Initially, static websites were used with poor visual contents. Nevertheless, with the evolution of communication networks this trend has changed. Nowadays, we expect pleasant, accessible and varied topic pages and such expectations have changed the way to create web pages generally aiming at appealing and therefore, attracting users. The great boom of smartphones and mobile applications in the current market, have revolutionized the world of language learning as they make it possible to combine computing with traditional learning resources. The popularity of mobile devices and applications has been the main reason for the development of this project. Here, the different existing technologies will be examined and we will try to select the best option that adapts to our needs in order to develop a system that implements Mobile Assisted Language Learning (MALL) that in broad terms implies an approach to language learning with the help of a mobile device. This report provides an overview of the development of applications for mobile devices in the e-learning environment. We will study the technical characteristics of different platforms and we will select the best option for the implementation of a system that provide the basic content for learning a language, in this case English, by means of an intuitive and fun method. This system will allow the user to improve their level of English with a web interface in a dynamic and close way employing the resources offered by mobile devices using the adaptive design. This project is intended for users who do not have enough free time to make a classroom course or to review contents from more traditional courses as it offers the possibility to make use of the system quickly and easily from any mobile device available such as a smartphone, a tablet or a personal computer, competing with other users or against oneself and thus improving their departing level through different activities. During the project, different solutions have been compared. Most of them, open source and free distribution that allow to deploy storage services accessible via the Internet. It will conclude with a case study analyzing the technical requirements and conducting phases of analysis, design and creation of a database, implementation and testing in the software lifecycle. Finally, the application will be migrated with all the information to a server in the cloud.

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Vector reconstruction of objects from an unstructured point cloud obtained with a LiDAR-based system (light detection and ranging) is one of the most promising methods to build three dimensional models of orchards. The cylinder fitting method for woody structure reconstruction of leafless trees from point clouds obtained with a mobile terrestrial laser scanner (MTLS) has been analysed. The advantage of this method is that it performs reconstruction in a single step. The most time consuming part of the algorithm is generation of the cylinder direction, which must be recalculated at the inclusion of each point in the cylinder. The tree skeleton is obtained at the same time as the cluster of cylinders is formed. The method does not guarantee a unique convergence and the reconstruction parameter values must be carefully chosen. A balanced processing of clusters has also been defined which has proven to be very efficient in terms of processing time by following the hierarchy of branches, predecessors and successors. The algorithm was applied to simulated MTLS of virtual orchard models and to MTLS data of real orchards. The constraints applied in the method have been reviewed to ensure better convergence and simpler use of parameters. The results obtained show a correct reconstruction of the woody structure of the trees and the algorithm runs in linear logarithmic time

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as tecnologías emergentes como el cloud computing y los dispositivos móviles están creando una oportunidad sin precedentes para mejorar el sistema educativo, permitiendo tanto a los educadores personalizar y mejorar la experiencia de aprendizaje, como facilitar a los estudiantes que adquieran conocimientos sin importar dónde estén. Por otra parte, a través de técnicas de gamificacion será posible promover y motivar a los estudiantes a que aprendan materias arduas haciendo que la experiencia sea más motivadora. Los juegos móviles pueden ser el camino correcto para dar soporte a esta experiencia de aprendizaje mejorada. Este proyecto integra el diseño y desarrollo de una arquitectura en la nube altamente escalable y con alto rendimiento, así como el propio cliente de iOS, para dar soporte a una nueva version de Temporis, un juego móvil multijugador orientado a reordenar eventos históricos en una línea temporal (e.j. historia, arte, deportes, entretenimiento y literatura). Temporis actualmente está disponible en Google Play. Esta memoria describe el desarrollo de la nueva versión de Temporis (Temporis v.2.0) proporcionando detalles acerca de la mejora y adaptación basados en el Temporis original. En particular se describe el nuevo backend hecho en Go sobre Google App Engine creado para soportar miles de usuarios, asó como otras características por ejemplo como conseguir enviar noticaciones push desde la propia plataforma. Por último, el cliente de iOS en Temporis v.2.0 se ha desarrollado utilizando las últimas y más relevantes tecnologías, prestando especial atención a Swift (el lenguaje de programación nuevo de Apple, que es seguro y rápido), el Paradigma Funcional Reactivo (que ayuda a construir aplicaciones altamente interactivas además de a minimizar errores) y la arquitectura VIPER (una arquitectura que sigue los principios SOLID, se centra en la separación de asuntos y favorece la reutilización de código en otras plataformas). ABSTRACT Emerging technologies such as cloud computing and mobile devices are creating an unprecedented opportunity for enhancing the educational system, letting both educators customize and improve the learning experience, and students acquire knowledge regardless of where they are. Moreover, through gamification techniques it would be possible to encourage and motivate students to learn arduous subjects by making the experience more motivating. Mobile games can be a perfect vehicle to support this enhanced learning experience. This project integrates the design and development of a highly scalable and performant cloud architecture, as well as the iOS client that uses it, in order to provide support to a new version of Temporis, a mobile multiplayer game focused on ordering time-based (e.g. history, art, sports, entertainment and literature) in a timeline that currently is available on Google Play. This work describes the development of the new Temporis version (Temporis v.2.0), providing details about improvements and details on the adaptation of the original Temporis. In particular, the new Google App Engine backend is described, which was created to support thousand of users developed in Go language are provided, in addition to other features like how to achieve push notications in this platform. Finally, the mobile iOS client developed using the latest and more relevant technologies is explained paying special attention to Swift (Apple's new programming language, that is safe and fast), the Functional Reactive Paradigm (that helps building highly interactive apps while minimizing bugs) and the VIPER architecture (a SOLID architecture that enforces separation of concerns and makes it easy to reuse code for other platforms).

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The use of 3D data in mobile robotics applications provides valuable information about the robot’s environment but usually the huge amount of 3D information is unmanageable by the robot storage and computing capabilities. A data compression is necessary to store and manage this information but preserving as much information as possible. In this paper, we propose a 3D lossy compression system based on plane extraction which represent the points of each scene plane as a Delaunay triangulation and a set of points/area information. The compression system can be customized to achieve different data compression or accuracy ratios. It also supports a color segmentation stage to preserve original scene color information and provides a realistic scene reconstruction. The design of the method provides a fast scene reconstruction useful for further visualization or processing tasks.

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Dissertação apresentada ao Instituto Politécnico de Castelo Branco para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Desenvolvimento de Software e Sistemas Interactivos, realizada sob a orientação científica do Doutor Osvaldo Arede dos Santos, Professor Adjunto da Unidade Técnico Científica de Informática da Escola Superior de Tecnologia do Instituto Politécnico de Castelo Branco.

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In today's internet world, web browsers are an integral part of our day-to-day activities. Therefore, web browser security is a serious concern for all of us. Browsers can be breached in different ways. Because of the over privileged access, extensions are responsible for many security issues. Browser vendors try to keep safe extensions in their official extension galleries. However, their security control measures are not always effective and adequate. The distribution of unsafe extensions through different social engineering techniques is also a very common practice. Therefore, before installation, users should thoroughly analyze the security of browser extensions. Extensions are not only available for desktop browsers, but many mobile browsers, for example, Firefox for Android and UC browser for Android, are also furnished with extension features. Mobile devices have various resource constraints in terms of computational capabilities, power, network bandwidth, etc. Hence, conventional extension security analysis techniques cannot be efficiently used by end users to examine mobile browser extension security issues. To overcome the inadequacies of the existing approaches, we propose CLOUBEX, a CLOUd-based security analysis framework for both desktop and mobile Browser EXtensions. This framework uses a client-server architecture model. In this framework, compute-intensive security analysis tasks are generally executed in a high-speed computing server hosted in a cloud environment. CLOUBEX is also enriched with a number of essential features, such as client-side analysis, requirements-driven analysis, high performance, and dynamic decision making. At present, the Firefox extension ecosystem is most susceptible to different security attacks. Hence, the framework is implemented for the security analysis of the Firefox desktop and Firefox for Android mobile browser extensions. A static taint analysis is used to identify malicious information flows in the Firefox extensions. In CLOUBEX, there are three analysis modes. A dynamic decision making algorithm assists us to select the best option based on some important parameters, such as the processing speed of a client device and network connection speed. Using the best analysis mode, performance and power consumption are improved significantly. In the future, this framework can be leveraged for the security analysis of other desktop and mobile browser extensions, too.

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Negli ultimi decenni, le tecnologie e i prodotti informatici sono diventati pervasivi e sono ora una parte essenziale delle nostre vite. Ogni giorno ci influenzano in maniera più o meno esplicita, cambiando il nostro modo di vivere e i nostri comportamenti più o meno intenzionalmente. Tuttavia, i computer non nacquero inizialmente per persuadere: essi furono costruiti per gestire, calcolare, immagazzinare e recuperare dati. Non appena i computer si sono spostati dai laboratori di ricerca alla vita di tutti i giorni, sono però diventati sempre più persuasivi. Questa area di ricerca è chiamata pesuasive technology o captology, anche definita come lo studio dei sistemi informatici interattivi progettati per cambiare le attitudini e le abitudini delle persone. Nonostante il successo crescente delle tecnologie persuasive, sembra esserci una mancanza di framework sia teorici che pratici, che possano aiutare gli sviluppatori di applicazioni mobili a costruire applicazioni in grado di persuadere effettivamente gli utenti finali. Tuttavia, il lavoro condotto dal Professor Helal e dal Professor Lee al Persuasive Laboratory all’interno dell’University of Florida tenta di colmare questa lacuna. Infatti, hanno proposto un modello di persuasione semplice ma efficace, il quale può essere usato in maniera intuitiva da ingegneri o specialisti informatici. Inoltre, il Professor Helal e il Professor Lee hanno anche sviluppato Cicero, un middleware per dispositivi Android basato sul loro precedente modello, il quale può essere usato in modo molto semplice e veloce dagli sviluppatori per creare applicazioni persuasive. Il mio lavoro al centro di questa tesi progettuale si concentra sull’analisi del middleware appena descritto e, successivamente, sui miglioramenti e ampliamenti portati ad esso. I più importanti sono una nuova architettura di sensing, una nuova struttura basata sul cloud e un nuovo protocollo che permette di creare applicazioni specifiche per smartwatch.

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Abstract Mobile Edge Computing enables the deployment of services, applications, content storage and processing in close proximity to mobile end users. This highly distributed computing environment can be used to provide ultra-low latency, precise positional awareness and agile applications, which could significantly improve user experience. In order to achieve this, it is necessary to consider next-generation paradigms such as Information-Centric Networking and Cloud Computing, integrated with the upcoming 5th Generation networking access. A cohesive end-to-end architecture is proposed, fully exploiting Information-Centric Networking together with the Mobile Follow-Me Cloud approach, for enhancing the migration of content-caches located at the edge of cloudified mobile networks. The chosen content-relocation algorithm attains content-availability improvements of up to 500 when a mobile user performs a request and compared against other existing solutions. The performed evaluation considers a realistic core-network, with functional and non-functional measurements, including the deployment of the entire system, computation and allocation/migration of resources. The achieved results reveal that the proposed architecture is beneficial not only from the users’ perspective but also from the providers point-of-view, which may be able to optimize their resources and reach significant bandwidth savings.

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Interview Protocol Experience with cloud music services General experience with cloud services About their music collection Managing music collection General music listening behavior Mobile music consumption behavior Future of cloud music services Summary of Codebook

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In today’s big data world, data is being produced in massive volumes, at great velocity and from a variety of different sources such as mobile devices, sensors, a plethora of small devices hooked to the internet (Internet of Things), social networks, communication networks and many others. Interactive querying and large-scale analytics are being increasingly used to derive value out of this big data. A large portion of this data is being stored and processed in the Cloud due the several advantages provided by the Cloud such as scalability, elasticity, availability, low cost of ownership and the overall economies of scale. There is thus, a growing need for large-scale cloud-based data management systems that can support real-time ingest, storage and processing of large volumes of heterogeneous data. However, in the pay-as-you-go Cloud environment, the cost of analytics can grow linearly with the time and resources required. Reducing the cost of data analytics in the Cloud thus remains a primary challenge. In my dissertation research, I have focused on building efficient and cost-effective cloud-based data management systems for different application domains that are predominant in cloud computing environments. In the first part of my dissertation, I address the problem of reducing the cost of transactional workloads on relational databases to support database-as-a-service in the Cloud. The primary challenges in supporting such workloads include choosing how to partition the data across a large number of machines, minimizing the number of distributed transactions, providing high data availability, and tolerating failures gracefully. I have designed, built and evaluated SWORD, an end-to-end scalable online transaction processing system, that utilizes workload-aware data placement and replication to minimize the number of distributed transactions that incorporates a suite of novel techniques to significantly reduce the overheads incurred both during the initial placement of data, and during query execution at runtime. In the second part of my dissertation, I focus on sampling-based progressive analytics as a means to reduce the cost of data analytics in the relational domain. Sampling has been traditionally used by data scientists to get progressive answers to complex analytical tasks over large volumes of data. Typically, this involves manually extracting samples of increasing data size (progressive samples) for exploratory querying. This provides the data scientists with user control, repeatable semantics, and result provenance. However, such solutions result in tedious workflows that preclude the reuse of work across samples. On the other hand, existing approximate query processing systems report early results, but do not offer the above benefits for complex ad-hoc queries. I propose a new progressive data-parallel computation framework, NOW!, that provides support for progressive analytics over big data. In particular, NOW! enables progressive relational (SQL) query support in the Cloud using unique progress semantics that allow efficient and deterministic query processing over samples providing meaningful early results and provenance to data scientists. NOW! enables the provision of early results using significantly fewer resources thereby enabling a substantial reduction in the cost incurred during such analytics. Finally, I propose NSCALE, a system for efficient and cost-effective complex analytics on large-scale graph-structured data in the Cloud. The system is based on the key observation that a wide range of complex analysis tasks over graph data require processing and reasoning about a large number of multi-hop neighborhoods or subgraphs in the graph; examples include ego network analysis, motif counting in biological networks, finding social circles in social networks, personalized recommendations, link prediction, etc. These tasks are not well served by existing vertex-centric graph processing frameworks whose computation and execution models limit the user program to directly access the state of a single vertex, resulting in high execution overheads. Further, the lack of support for extracting the relevant portions of the graph that are of interest to an analysis task and loading it onto distributed memory leads to poor scalability. NSCALE allows users to write programs at the level of neighborhoods or subgraphs rather than at the level of vertices, and to declaratively specify the subgraphs of interest. It enables the efficient distributed execution of these neighborhood-centric complex analysis tasks over largescale graphs, while minimizing resource consumption and communication cost, thereby substantially reducing the overall cost of graph data analytics in the Cloud. The results of our extensive experimental evaluation of these prototypes with several real-world data sets and applications validate the effectiveness of our techniques which provide orders-of-magnitude reductions in the overheads of distributed data querying and analysis in the Cloud.

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With the proliferation of new mobile devices and applications, the demand for ubiquitous wireless services has increased dramatically in recent years. The explosive growth in the wireless traffic requires the wireless networks to be scalable so that they can be efficiently extended to meet the wireless communication demands. In a wireless network, the interference power typically grows with the number of devices without necessary coordination among them. On the other hand, large scale coordination is always difficult due to the low-bandwidth and high-latency interfaces between access points (APs) in traditional wireless networks. To address this challenge, cloud radio access network (C-RAN) has been proposed, where a pool of base band units (BBUs) are connected to the distributed remote radio heads (RRHs) via high bandwidth and low latency links (i.e., the front-haul) and are responsible for all the baseband processing. But the insufficient front-haul link capacity may limit the scale of C-RAN and prevent it from fully utilizing the benefits made possible by the centralized baseband processing. As a result, the front-haul link capacity becomes a bottleneck in the scalability of C-RAN. In this dissertation, we explore the scalable C-RAN in the effort of tackling this challenge. In the first aspect of this dissertation, we investigate the scalability issues in the existing wireless networks and propose a novel time-reversal (TR) based scalable wireless network in which the interference power is naturally mitigated by the focusing effects of TR communications without coordination among APs or terminal devices (TDs). Due to this nice feature, it is shown that the system can be easily extended to serve more TDs. Motivated by the nice properties of TR communications in providing scalable wireless networking solutions, in the second aspect of this dissertation, we apply the TR based communications to the C-RAN and discover the TR tunneling effects which alleviate the traffic load in the front-haul links caused by the increment of TDs. We further design waveforming schemes to optimize the downlink and uplink transmissions in the TR based C-RAN, which are shown to improve the downlink and uplink transmission accuracies. Consequently, the traffic load in the front-haul links is further alleviated by the reducing re-transmissions caused by transmission errors. Moreover, inspired by the TR-based C-RAN, we propose the compressive quantization scheme which applies to the uplink of multi-antenna C-RAN so that more antennas can be utilized with the limited front-haul capacity, which provide rich spatial diversity such that the massive TDs can be served more efficiently.