Serious games have recently enticed many researchers due to their wide range of capabilities.A serious game is a mean of gaming for a serious job such as healthcare,education,and entertainment purposes.With the advanc...Serious games have recently enticed many researchers due to their wide range of capabilities.A serious game is a mean of gaming for a serious job such as healthcare,education,and entertainment purposes.With the advancement in the Internet of Things,new research directions are paving the way in serious games.However,the internet connectivity of players in Internetof-things-enabled serious games is a matter of concern and has been worth investigating.Different studies on topologies,frameworks,and architecture of communication technologies are conducted to integrate them with serious games on machine and network levels.However,the Internet of things,whose core requirement is the provision of connectivity on the application layer,has different challenges for more dynamic applications such as serious games.The performance of Internet-of-things-enabled serious games depends on the type of infrastructure(wired,wireless)network and Mobile Ad-hoc Network(MANET)and is subtly different from one type of network to another.This paper investigates the connectivity challenges in the Internet-of-thingsenabled serious games using the mentioned infrastructure and identifies the core requirements for these games.It also aims to evaluate various parameters such as reliability,scalability,response time,to name a few,with varying infrastructure and network types.Results highlight the preliminary infrastructure finding and highlight the core setup for which the games are deployed.Moreover,this work will be a steppingstone for architecting the connectivity in serious games in a typical smart space with many infrastructures such as wired networks,wireless networks,and MANET.展开更多
The concept of Software-Defined Networking(SDN)evolves to overcome the drawbacks of the traditional networks with Internet Protocol(I.P.)packets sending and packets handling.The SDN structure is one of the critical ad...The concept of Software-Defined Networking(SDN)evolves to overcome the drawbacks of the traditional networks with Internet Protocol(I.P.)packets sending and packets handling.The SDN structure is one of the critical advantages of efficiently separating the data plane from the control plane tomanage the network configurations and network management.Whenever there aremultiple sending devices inside the SDNnetwork,theOpenFlow switches are programmed to handle the limited number of requests for their interface.When the recommendations are exceeded from the specific threshold,the load on the switches also increases.This research article introduces a new approach named LBoBS to handle load balancing by adding the load balancing server to the SDN network.Besides,it is used to maximize SDN’s reliability and efficiency.It also works in coordination with the controller to effectively handle the load balancing policies.The load balancing server is implemented to manage the switches load effectively.Results are evaluated on the NS-3 simulator for packet delivery,bandwidth utilization,latency control,and packet decision ratios on the OpenFlow switches.It has been found that the proposed method improved SDN’s load balancing by 70%compared to the previous state-of-the-art methods.展开更多
The data being generated by the Internet of Things needs to be stored,monitored,and analyzed for maximum IoT resource utilization.Software Defined Networking has been extensively utilized to address issues such as het...The data being generated by the Internet of Things needs to be stored,monitored,and analyzed for maximum IoT resource utilization.Software Defined Networking has been extensively utilized to address issues such as heterogeneity and scalability.However,for small-scale IoT application,sometimes it is considered an inefficient approach.This paper proposes an alternate lightweight mechanism to the design and implementation of a dynamic virtual network based on user requirements.The key idea is to provide users a virtual interface that enables them to reconfigure the communication flow between the sensors and actuators at runtime.The throughput of the communication flow depends on the data traffic load and optimal routing.Users can reconfigure the communication flow,and virtual agents find the optimal route to handle the traffic load.The virtual network provides a user-friendly interface to allow physical devices to be mapped with the corresponding virtual agents.The proposed network is applicable for all systems that lie in the Internet of Things domain.Results conclude that the proposed network is efficient,reliable,and responsive to network reconfiguration at runtime.展开更多
基金This research is supported by the Ministry of Culture,Sports and Tourism and Korea Creative Content Agency(Project Number:R2020040243)by the National Research Foundation of Korea(NRF)Grant funded by the Korean government under Grant NRF-2021R1I1A1A01045177.
文摘Serious games have recently enticed many researchers due to their wide range of capabilities.A serious game is a mean of gaming for a serious job such as healthcare,education,and entertainment purposes.With the advancement in the Internet of Things,new research directions are paving the way in serious games.However,the internet connectivity of players in Internetof-things-enabled serious games is a matter of concern and has been worth investigating.Different studies on topologies,frameworks,and architecture of communication technologies are conducted to integrate them with serious games on machine and network levels.However,the Internet of things,whose core requirement is the provision of connectivity on the application layer,has different challenges for more dynamic applications such as serious games.The performance of Internet-of-things-enabled serious games depends on the type of infrastructure(wired,wireless)network and Mobile Ad-hoc Network(MANET)and is subtly different from one type of network to another.This paper investigates the connectivity challenges in the Internet-of-thingsenabled serious games using the mentioned infrastructure and identifies the core requirements for these games.It also aims to evaluate various parameters such as reliability,scalability,response time,to name a few,with varying infrastructure and network types.Results highlight the preliminary infrastructure finding and highlight the core setup for which the games are deployed.Moreover,this work will be a steppingstone for architecting the connectivity in serious games in a typical smart space with many infrastructures such as wired networks,wireless networks,and MANET.
基金This research was supported by a Grant(21RERP-B090228-08)from Residential Environment Research Program funded by Ministry of Land,Infrastructure and Transport of Korean government.
文摘The concept of Software-Defined Networking(SDN)evolves to overcome the drawbacks of the traditional networks with Internet Protocol(I.P.)packets sending and packets handling.The SDN structure is one of the critical advantages of efficiently separating the data plane from the control plane tomanage the network configurations and network management.Whenever there aremultiple sending devices inside the SDNnetwork,theOpenFlow switches are programmed to handle the limited number of requests for their interface.When the recommendations are exceeded from the specific threshold,the load on the switches also increases.This research article introduces a new approach named LBoBS to handle load balancing by adding the load balancing server to the SDN network.Besides,it is used to maximize SDN’s reliability and efficiency.It also works in coordination with the controller to effectively handle the load balancing policies.The load balancing server is implemented to manage the switches load effectively.Results are evaluated on the NS-3 simulator for packet delivery,bandwidth utilization,latency control,and packet decision ratios on the OpenFlow switches.It has been found that the proposed method improved SDN’s load balancing by 70%compared to the previous state-of-the-art methods.
基金This research was supported by Energy Cloud R&D Program through the National Research Foundation of Korea(NRF)funded by the Ministry of Science,ICT(2019M3F2A1073387)this research was supported by Basic Science Research Program through the National Research Foundation of Korea(NRF)funded by the Ministry of Education(2018R1D1A1A09082919)this research was supported by Institute for Information&communications Technology Planning&Evaluation(IITP)grant funded by the Korea government(MSIT)(No.2018-0-01456,AutoMaTa:Autonomous Management framework based on artificial intelligent Technology for adaptive and disposable IoT).Any correspondence related to this paper should be addressed to Dohyeun Kim.
文摘The data being generated by the Internet of Things needs to be stored,monitored,and analyzed for maximum IoT resource utilization.Software Defined Networking has been extensively utilized to address issues such as heterogeneity and scalability.However,for small-scale IoT application,sometimes it is considered an inefficient approach.This paper proposes an alternate lightweight mechanism to the design and implementation of a dynamic virtual network based on user requirements.The key idea is to provide users a virtual interface that enables them to reconfigure the communication flow between the sensors and actuators at runtime.The throughput of the communication flow depends on the data traffic load and optimal routing.Users can reconfigure the communication flow,and virtual agents find the optimal route to handle the traffic load.The virtual network provides a user-friendly interface to allow physical devices to be mapped with the corresponding virtual agents.The proposed network is applicable for all systems that lie in the Internet of Things domain.Results conclude that the proposed network is efficient,reliable,and responsive to network reconfiguration at runtime.