Video gaming, specifically action video gaming, seems to improve a range of cognitive functions. The basis for these improvements may be attentional control in conjunction with reward-related learning to amplify the execution of goal-relevant actions while suppressing goal-irrelevant actions. Given that EEG alpha power reflects inhibitory processing, a core component of attentional control, it might represent the electrophysiological substrate of cognitive improvement in video gaming. The aim of this study was to test whether non-video gamers (NVGs), non-action video gamers (NAVGs) and action video gamers (AVGs) exhibit differences in EEG alpha power, and whether this might account for differences in visual information processing as operationalized by the theory of visual attention (TVA). Forty male volunteers performed a visual short-term memory paradigm where they memorized shape stimuli depicted on circular stimulus displays at six different exposure durations while their EEGs were recorded. Accuracy data was analyzed using TVA-algorithms. There was a positive correlation between the extent of post-stimulus EEG alpha power attenuation (10–12 Hz) and speed of information processing across all participants. Moreover, both EEG alpha power attenuation and speed of information processing were modulated by an interaction between group affiliation and time on task, indicating that video gamers showed larger EEG alpha power attenuations and faster information processing over time than NVGs – with AVGs displaying the largest increase. An additional regression analysis affirmed this observation. From this we concluded that EEG alpha power might be a promising neural substrate for explaining cognitive improvement in video gaming.
Multiple solutions for the coexistence of different radio access technologies operating in the same frequency band have been proposed for 5G and WiFi. Most solutions based on spatial division just consider a small amount of radio access points, one link direction, and/or a single radio access technology. As a consequence, the performance of these solutions on realistic wireless network deployments may be poor and difficult to estimate. This paper investigates the serving of multiple users by multiple radio access technologies with the objective of minimizing the interference among network nodes. This is done by jointly optimizing the beams and link directions as well as the transmission powers, so as to ensure fair and near-optimal throughput allocation over time. For this purpose, a generalized beam-gain model for small-scale antenna arrays is proposed. We evaluate our proposed solution for realistic network scenarios in order to show its effectiveness.
In the next generation of networks, the high data rate and large bandwidth offered by Light-Fidelity (LiFi) are expected to be fully exploited to satisfy the diverse Quality of Service (QoS) requirements of users. LiFi networks are expected to provide full data coverage while also satisfying illumination requirements in indoor environments. Thus, the optimized placement of LiFi Access Points (APs) is of utmost importance. Extending the commonly applied 2D placement, we include the height of the AP, which is an important factor to consider due to the short range of LiFi and limited Field of View (FoV) of the receivers. To this end, we propose a 3D LiFi Access Point placement framework that formulates the placement as a multi-objective optimization problem minimizing the number of APs and maximizing the sum rate while providing a guaranteed minimum rate and illumination level. Since the exact positions of users are unknown during network planning and change dynamically after deployment, the probability distribution of user occurrence is considered in the optimization. This results in the network performance being maximized in areas where users are likely to be present. This optimization problem is solved with the proposed multi-objective genetic algorithm. The framework is evaluated with simulations and the results show that the height of the AP greatly influences the network performance. We conclude that a free choice of the height of each AP results in an average rate that is significantly better than the rate achievable when all APs are placed at the same height.
While 5G delivers high quality services mostly in a two dimensional terrestrial area covering our planet's surface, with 6G we aim at a full exploitation of three dimensions. In this way, 6G includes all kinds of non-terrestrial networks. In particular, Unmanned Aerial Vehicles (UAVs), High-Altitude Platforms (HAPs), (self-)flying taxis and civil aircrafts are new additions to already existing satellite networks complementing the cellular terrestrial network. Their integration to 6G is promising with respect to service coverage, but also challenging due to the so far rather closed systems. Emerging technology concepts such as Mobile Edge Computing (MEC) and Software-Defined Networking (SDN) can provide a basis for a full integration of aeronautical systems into the terrestrial counterpart. However, these technologies render the management and orchestration of aeronautical systems complex. As a step towards the integration of aeronautical communication and services into 6G, we propose a framework for the collection, monitoring and distribution of resources in the sky among heterogeneous flying objects. This enables high-performance services for a new era of 6G aeronautical applications. Based on our aeronautical framework, we introduce emerging application use-cases including Aeronautical Edge Computing (AEC), aircraft-as-a-sensor, and in-cabin networks.
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