1,205,911 research outputs found
A Smart Game for Data Transmission and Energy Consumption in the Internet of Things
The current trend in developing smart technology for the Internet of Things (IoT) has motivated a lot of research interest in optimizing data transmission or minimizing energy consumption, but with little evidence of proposals for achieving both objectives in a single model. Using the concept of game theory, we develop a new MAC protocol for IEEE 802.15.4 and IoT networks in which we formulate a novel expression for the players' utility function and establish a stable Nash equilibrium (NE) for the game. The proposed IEEE 802.15.4 MAC protocol is modeled as a smart game in which analytical expressions are derived for channel access probability, data transmission probability, and energy used. These analytical expressions are used in formulating an optimization problem (OP) that maximizes data transmission and minimizes energy consumption by nodes. The analysis and simulation results suggest that the proposed scheme is scalable and achieves better performance in terms of data transmission, energy-efficiency, and longevity, when compared with the default IEEE 802.15.4 access mechanism.Peer reviewe
The things we learned on Liberty Island: designing games to help people become competent game players
The growing interest in the relationship between games and learning has, to date, be dominated by two traditions of work. The first treats games as potential educational content; the second considers the social contexts of learning from games, but only at a general level. A methodology has been developed that permits the detailed analysis of how people learn from particular instances of game play. This approach is used here to study two approaches to playing Deus Ex, one involving the training level and one neglecting this. The analysis revealed the things players learnt, the strategies they developed to progress through the game, the way in which these strategies evolved and also the way in which previous experience was transferred to this new context of play. This analysis permits conclusions to be drawn about the value of training levels and the importance of designing games in a way that recognizes previous gaming experience. The analysis also has implications for defining game genres, for decisions about the inclusion of design features such as quick saves and for the design of AI scripts
Game design in an Internet of Things
Whilst no consensus yet exists on how the Internet of Things will be realised, a global infrastructure of networked physical objects that are readable, recognizable, locatable, addressable and controllable is undoubtedly a compelling vision. Although many implementations of the Internet of Things have presented these objects in a largely ambient sensing role, or providing some form of remote access/control, in this paper we consider the emerging convergence between games and the Internet of Things. This can be seen in a growing number of games that use objects as physical game pieces to enhance the players’ interaction with virtual games. These hybrid physical/digital objects present game designers with number of interesting challenges as they i) blur the boundaries between toys and games; ii) provide opportunities for freeform physical play outside the virtual game; and iii) create new requirements for interaction design, in that they utilise design techniques from both product design and computer interface design. Whilst in the past the manufacturing costs of such game objects would preclude their use within games from small independent games developers, the advent of low cost 3D printing and open software and hardware platforms, which are the enablers of the Internet of Things, means this is no longer the case. However, in order to maximise this opportunity game designers will need to develop new approaches to the design of their games and in this paper we highlight the design sensibilities required if they are to combine the digital and physical affordances within the design of such objects to produce good player experiences
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