• Title/Summary/Keyword: IoT and Game

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A Game Design for IoT environment (IoT 환경을 위한 게임 기획)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.133-138
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    • 2015
  • The basic idea of IoT(Internet of Things) is interconnection and cooperation with a variety of things in real life such as Radio-Frequency Identification(RFID) tags, sensors, mobile phone, etc, through internet. IoT technologies which applied to these fields consist of sensor network technology and middleware, application. Currently, IoT technology is applied to various fields such as health care, home care, automotive, transportation, construction, agriculture, environment, food, and etc, based on its technologies. This paper focuses on discussion of the game planning method in IoT environment. In order to achieve this purpose, first, introduce the IoT technologies. Second, propose a game design elements and considerations in IoT environments. It can help for game developers by using IoT technologies.

Domestic Game Development based on IoT Applications (국내 게임 개발 기반의 IoT 응용)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.453-454
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    • 2015
  • IoT is field that to create a globally huge added value is expected. In the game field, a game have appeared utilizing a variety of platforms based on the IoT. This paper aims to research on developed in IoT based platform, and to understand the feature of the released games in domestic. After many literature related to IoT reviewed, we understanded feature how the case studies that have been applications in IoT based games. In this study, become the guideline of game research of IoT-based platform, expect to present the direction of the IoT based game development.

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A Study on IoT Service for Game Development (게임 개발을 위한 IoT 서비스)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.291-297
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    • 2015
  • The basic idea of IoT(Internet of Things) is interconnection and cooperation with a variety of things in real life such as Radio-Frequency Identification(RFID) tags, sensors, mobile phone, etc, through internet. IoT technologies which applied to these fields consist of sensor network technology and middleware, application. Currently, IoT technology is applied to various fields such as health care, home care, automotive, transportation, construction, agriculture, environment, food, and etc, based on its technologies. This paper focuses on discussion of the IoT development trend in game field. In order to achieve this purpose, first, the IoT technologies for game development based on sensor network technology and middleware, application is mentioned. Second, covers serious game and gamification that is expected to be a growing that is expected to be a growing, by applying IoT technologies to the game field. It can help for game developers by using IoT technologies.

A Study of Smart IT convergence Framework applying a Lego-typed Sensor Module (레고형 센서 모듈을 활용한 스마트 IT 융합 프레임워크에 관한 연구)

  • Park, Jung-min;Kim, Hye-Young
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.87-96
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    • 2016
  • As use of Internet increase, IoT(Internet Of Things), a interaction between connected devices, is widely used throughout industrial area. In this paper, we discussed what to consider when planning framework for contents using user's mobile devices and various sensors in IoT environment and suggest related techniques. Also, using the techniques suggested in this paper, we showed the prototype of the framework. Finally, we showed the possibility of games in the IoT environment by creating game in the IoT environment.

Cognitive Radio Anti-Jamming Scheme for Security Provisioning IoT Communications

  • Kim, Sungwook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.4177-4190
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    • 2015
  • Current research on Internet of Things (IoT) has primarily addressed the means to enhancing smart resource allocation, automatic network operation, and secure service provisioning. In particular, providing satisfactory security service in IoT systems is indispensable to its mission critical applications. However, limited resources prevent full security coverage at all times. Therefore, these limited resources must be deployed intelligently by considering differences in priorities of targets that require security coverage. In this study, we have developed a new application of Cognitive Radio (CR) technology for IoT systems and provide an appropriate security solution that will enable IoT to be more affordable and applicable than it is currently. To resolve the security-related resource allocation problem, game theory is a suitable and effective tool. Based on the Blotto game model, we propose a new strategic power allocation scheme to ensure secure CR communications. A simulation shows that our proposed scheme can effectively respond to current system conditions and perform more effectively than other existing schemes in dynamically changeable IoT environments.

Applying the Nash Equilibrium to Constructing Covert Channel in IoT

  • Ho, Jun-Won
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.243-248
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    • 2021
  • Although many different types of covert channels have been suggested in the literature, there are little work in directly applying game theory to building up covert channel. This is because researchers have mainly focused on tailoring game theory for covert channel analysis, identification, and covert channel problem solving. Unlike typical adaptation of game theory to covert channel, we show that game theory can be utilized to establish a new type of covert channel in IoT devices. More specifically, we propose a covert channel that can be constructed by utilizing the Nash Equilibrium with sensor data collected from IoT devices. For covert channel construction, we set random seed to the value of sensor data and make payoff from random number created by running pseudo random number generator with the configured random seed. We generate I × J (I ≥ 2, J ≥ 2) matrix game with these generated payoffs and attempt to obtain the Nash Equilibrium. Covert channel construction method is distinctly determined in accordance with whether or not to acquire the Nash Equilibrium.

Internet of Things and Game as Described in the Case of Overseas (해외 사례로 살펴본 사물인터넷과 게임)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.465-466
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    • 2015
  • Recently Internet of things(IoT) industry has grown, Giant company of the world, have developed a variety of equipment using this. Several things are to be able to enjoy the game of devices have been developed game that play with the device has been released. This paper aims to derive the necessary element for the game development around IoT equipment. In this study, we investigated several cases using IoT device that have been released and have been developed abroad, literature related to game development reviewed. As a result, majority case using in game field, it appeared by using virtual reality that supported the 3D screen using a head-mounted display, in addition, have been released motion-based game.

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Global Optimization for Energy Efficient Resource Management by Game Based Distributed Learning in Internet of Things

  • Ju, ChunHua;Shao, Qi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.3771-3788
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    • 2015
  • This paper studies the distributed energy efficient resource management in the Internet of Things (IoT). Wireless communication networks support the IoT without limitation of distance and location, which significantly impels its development. We study the communication channel and energy management in the wireless communication network supported IoT to improve the ability of connection, communication, share and collaboration, by using the game theory and distributed learning algorithm. First, we formulate an energy efficient neighbor collaborative game model and prove that the proposed game is an exact potential game. Second, we design a distributed energy efficient channel selection learning algorithm to obtain the global optimum in a distributed manner. We prove that the proposed algorithm will asymptotically converge to the global optimum with geometric speed. Finally, we make the simulations to verify the theoretic analysis and the performance of proposed algorithm.

A Markov Game based QoS Control Scheme for the Next Generation Internet of Things (미래 사물인터넷을 위한 마르코프 게임 기반의 QoS 제어 기법)

  • Kim, Sungwook
    • Journal of KIISE
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    • v.42 no.11
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    • pp.1423-1429
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    • 2015
  • The Internet of Things (IoT) is a new concept associated with the future Internet, and it has recently become a popular concept to build a dynamic, global network infrastructure. However, the deployment of IoT creates difficulties in satisfying different Quality of Service (QoS) requirements and achieving rapid service composition and deployment. In this paper, we propose a new QoS control scheme for IoT systems. The Markov game model is applied in our proposed scheme to effectively allocate IoT resources while maximizing system performance. The results of our study are validated by running a simulation to prove that the proposed scheme can promptly evaluate current IoT situations and select the best action. Thus, our scheme approximates the optimum system performance.

Blockchain-based Important Information Management Techniques for IoT Environment (IoT 환경을 위한 블록체인 기반의 중요 정보 관리 기법)

  • Yoon-Su Jeong
    • Advanced Industrial SCIence
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    • v.3 no.1
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    • pp.30-36
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    • 2024
  • Recently, the Internet of Things (IoT), which has been applied to various industrial fields, is constantly evolving in the process of automation and digitization. However, in the network where IoT devices are built, research on IoT critical information-related data sharing, personal information protection, and data integrity among intermediate nodes is still being actively studied. In this study, we propose a blockchain-based IoT critical information management technique that is easy to implement without burdening the intermediate node in the network environment where IoT is built. The proposed technique allocates a random value of a random size to the IoT critical information arriving at the intermediate node and manages it to become a decentralized P2P blockchain. In addition, the proposed technique makes it easier to manage IoT critical data by creating licenses such as time limit and device limitation according to the weight condition of IoT critical information. Performance evaluation and proposed techniques have improved delay time and processing time by 7.6% and 10.1% on average compared to existing techniques.