3 research outputs found

    An On-Demand TDMA Approach Optimized for Low-Latency IoT Applications

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    The never-ending evolution of the Internet of Things ecosystem is reshaping the arena of wireless communications and competing against conventional networking solutions in fields such as battery life, device and deployment cost, coverage, and support for an immense number of devices. Inspired by this phenomenon, this paper presents a novel Medium Access Control protocol utilizing long-range technology, based on a Time Division Multiple Access communication protocol variant, adjusted to make better use of each device’s hardware. Focusing on Low Power Wide Area Network applications, this implementation improves data latency and offers amplified performance due to better network awareness and dynamic time slot rescheduling. Various simulation scenarios were contrived to evaluate the protocol’s performance. The results instate the proposed algorithm as a promising access scheme for the IoT field

    Evaluation of the User Adaptation in a BCI Game Environment

    No full text
    Brain-computer interface (BCI) technology is a developing field of study with numerous applications. The purpose of this paper is to discuss the use of brain signals as a direct communication pathway to an external device. In this work, Zombie Jumper is developed, which consists of 2 brain commands, imagining moving forward and blinking. The goal of the game is to jump over static or moving “zombie” characters in order to complete the level. To record the raw EEG data, a Muse 2 headband is used, and the OpenViBE platform is employed to process and classify the brain signals. The Unity engine is used to build the game, and the lab streaming layer (LSL) protocol is the connective link between Muse 2, OpenViBE and the Unity engine for this BCI-controlled game. A total of 37 subjects tested the game and played it at least 20 times. The average classification accuracy was 98.74%, ranging from 97.06% to 99.72%. Finally, playing the game for longer periods of time resulted in greater control

    Evaluation of the User Adaptation in a BCI Game Environment

    No full text
    Brain-computer interface (BCI) technology is a developing field of study with numerous applications. The purpose of this paper is to discuss the use of brain signals as a direct communication pathway to an external device. In this work, Zombie Jumper is developed, which consists of 2 brain commands, imagining moving forward and blinking. The goal of the game is to jump over static or moving “zombie” characters in order to complete the level. To record the raw EEG data, a Muse 2 headband is used, and the OpenViBE platform is employed to process and classify the brain signals. The Unity engine is used to build the game, and the lab streaming layer (LSL) protocol is the connective link between Muse 2, OpenViBE and the Unity engine for this BCI-controlled game. A total of 37 subjects tested the game and played it at least 20 times. The average classification accuracy was 98.74%, ranging from 97.06% to 99.72%. Finally, playing the game for longer periods of time resulted in greater control
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