10 research outputs found
Redundant border routers for mission-critical 6LoWPAN network
Sensor networks are gradually moving towards full-IPv6 architectures and play an important role in the upcoming Internet of Things. Some mission-critical applications of sensor networks will require a level of reliability that excludes the presence of single points of failure, as it is often the case today for the gateways connecting sensor networks to the Internet. In this paper, we introduce RPL-6LBR, a 6LoWPAN border router that addresses mission-critical deployments through redundancy. The paper discusses how existing standards may be leveraged to enable redundant border router synchronization, while identifying certain of their shortcomings. We also propose innovative network architectures incorporating multiple border routers, which deal with redundancy and node mobility without requiring any synchronization among the border routers. We implement the proposed RPL-6LBR in the Contiki operating system and report on this implementation through trials on a small-scale testbed and simulator. Our results open new possibilities for real-world wireless sensor networks requiring reliable border routers, and guide further standardization efforts in emerging technologies in support of the Internet of Things
Datasets and Analyses for "Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming"
Datasets and analyses for the paper "Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming" published at CHI 2020. We present the datasets of two experiments that investigate the use of different sensors for affect recognition in a VR exergame. The first experiment compares the impact of physical exertion and gamification on psychophysiological measurements during rest, conventional exercise, VR exergaming, and sedentary VR gaming. The second experiment compares underwhelming, overwhelming and optimal VR exergaming scenarios. We identify gaze fixations, eye blinks, pupil diameter and skin conductivity as psychophysiological measures suitable for affect recognition in VR exergaming and analyse their utility in determining affective valence and arousal. Our findings provide guidelines for researchers of affective VR exergames. The datasets and analyses consist of the following: 1. two CSV sheets containing the quantitative and qualitative data of the Experiments I and II; 2. two JASP files with ANOVAS and t-tests for Experiments I and II; 3. two R scripts with correlation and regression analyses for Experiments I and II
Datasets and Analyses for "Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming"
Datasets and analyses for the paper "Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming" published at CHI 2020. We present the datasets of two experiments that investigate the use of different sensors for affect recognition in a VR exergame. The first experiment compares the impact of physical exertion and gamification on psychophysiological measurements during rest, conventional exercise, VR exergaming, and sedentary VR gaming. The second experiment compares underwhelming, overwhelming and optimal VR exergaming scenarios. We identify gaze fixations, eye blinks, pupil diameter and skin conductivity as psychophysiological measures suitable for affect recognition in VR exergaming and analyse their utility in determining affective valence and arousal. Our findings provide guidelines for researchers of affective VR exergames. The datasets and analyses consist of the following: 1. two CSV sheets containing the quantitative and qualitative data of the Experiments I and II; 2. two JASP files with ANOVAS and t-tests for Experiments I and II; 3. two R scripts with correlation and regression analyses for Experiments I and II
Supplement for "Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame"
This supplement describes an approach that can be used to create an “enhanced“ avatar based on a) a realistic, current avatar (R) and b) an idealised, desired future avatar (I) of a user. The aim of the approach is to create avatars that reflect “enhancements” of the realistic avatar along a realistic trajectory. The realistic avatar is used as a starting point, and the idealised avatar as a “goal”
Supplement for "Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame"
This supplement describes an approach that can be used to create an “enhanced“ avatar based on a) a realistic, current avatar (R) and b) an idealised, desired future avatar (I) of a user. The aim of the approach is to create avatars that reflect “enhancements” of the realistic avatar along a realistic trajectory. The realistic avatar is used as a starting point, and the idealised avatar as a “goal”
Dataset for 'How smart do smart meters need to be?'
This dataset consists of three subsets that represent several variables related to energy consumption in 43 households in the UK: 1) households' internal temperature, CO2 level, gas and electricity consumption before, during and after digital energy feedback phase; 2) energy literacy before and after the digital feedback; 3) user experience data after the digital energy feedback interventions
