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Journal Article Coloring-Based Scheduling for Interactive Game Application with Wireless Body Area Networks
Cited 9 time in scopus Share share facebook twitter linkedin kakaostory
Authors
Sanghyun Seo, Hakjeon Bang, Hunjoo Lee
Issue Date
2016-01
Citation
Journal of Supercomputing, v.72, no.1, pp.185-195
ISSN
0920-8542
Publisher
Springer
Language
English
Type
Journal Article
DOI
https://dx.doi.org/10.1007/s11227-015-1540-7
Abstract
A wireless body area network (WBAN) consists of wireless sensors and a central processing device collecting data from the sensors. The WBAN is used to monitor human physical actions. This is applicable to an interactive game with multiple WBANs, i.e., multiple players, by using light-weight and wearable sensors. In the interactive game application, WBANs which are positioned in a place need to be relayed to communicate with a wireless home contents server connecting to a game server, where a WBAN has a short communication range. In this application, two problems are encountered: the WBANs interfere with each other due to a shared wireless medium, and WBANs which are located nearby to the wireless home contents server require to convey more data than necessary due to the relayed data. This degrades a total network throughput. In this paper, we present a coloring-based scheduling method to avoid the interference by allocating different time-slots to adjacent WBANs and to increase the total throughput by allocating more time-slots to traffic-intensive WBANs. The method is evaluated via simulations and discussed.
KSP Keywords
Body Area Networks(BANs), Collecting data, Communication range, Interactive game, Network throughput, Scheduling method, Wearable sensors, light-weight, time slots, total throughput, wireless body area network(WBAN)