Performance Evaluation of Topological Infrastructure in Internet-of-Things-Enabled Serious Games

被引:4
|
作者
Ahmad, Shabir [1 ]
Khan, Faheem [1 ]
Whangbo, Taeg Keun [1 ]
机构
[1] Gachon Univ, Dept IT Convergence Engn, Seongnam Si 461701, Gyeonggi Do, South Korea
来源
CMC-COMPUTERS MATERIALS & CONTINUA | 2022年 / 71卷 / 02期
基金
新加坡国家研究基金会;
关键词
Internet of things; games AI; serious games; topologies; connectivity; IOT; DESIGN;
D O I
10.32604/cmc.2022.022821
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
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 Internet of-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-things enabled 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.
引用
收藏
页码:2653 / 2666
页数:14
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