Currently, IoT devices are becoming more and more popular, being deployed in different scenarios such as monitoring the power consumption of a house or the state of an outdoor parking spot. These networks tend to be densely populated by a huge amount of sensors that send really short messages. Given these characteristics, their main problem is the great variability and unpredictability of battery lifetime, when they cannot be plugged to a power outlet. In this paper, we analyze the mote behaviour on a real IoT network and use the extracted data to propose a mechanism to distribute the power consumption more equally between all motes, regardless the number of messages each one sends. This new proposal decreases the numbers of interventions required to replace batteries, minimizing costs and increasing network lifetime.
Virtual environments have numerous potentials for assisting the general public in experiencing cultural heritage, complementing current tools and practices centered on tangible goods such as museums, exhibitions, books, and visual content. Video games designed for educational purposes, which are becoming increasingly popular, have emerged as a new method of learning cultural content engagingly. The learning experience's specific goal distinguishes the educational use of video games. There is little doubt that we can learn from video games, but the more difficult questions about who, what, where, why, and how quickly we learn are not easily answered. This study examines the role of commercial video games in history learning and aims to enhance their effectiveness by analyzing their potential and limitations, using strategic planning and network analysis models. Through a case study on the Lotf Ali Khan game, it identifies strategies for improving history education through commercial video games. In this case study, it can be utilized to establish a conceptual framework for current trends in deployments of the past in historically focused video games, as well as a SWOT-ANP analysis to determine the major ways in which historical video games can aid in learning the subject matter under assessment. The data for this case study includes secondary sources and documents, fieldwork, observations, and semi-structured interviews with fifteen participants, as with other case studies (experts and children). Following the results, successful implementation occurs when a video game fully utilizes the following opportunities: antiquarian, monumental, and critical elements; wish story; composite imagination; borrowed authenticity; historical provenance; and legitimacy
El 1 de junio de 2022, en el edificio de la Fundación Telefónica, en Madrid, se celebró el seminario «Loot Boxes: Nuevos retos de la industria del videojuego», organizado por el Ministerio de Consumo del Gobierno español. El acto transcendió a los medios de comunicación por un anuncio realizado por el ministro de Consumo, Alberto Garzón: la preparación de una ley en España, «pionera a Europa» (sic), para regular las loot boxes, o cajas de botín en castellano, en los videojuegos.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.