In the current world of technology, various physical things can be used for facilitation of a human work. That is why the Internet of Things,an innovative technology and a good solution which allows the connection of the physical things with the digital world through the use of heterogeneous networks and communication technologies, is used. The Internet of Things in smart environments interacts with wireless sensor network (WSN) and mobile ad-hoc network (MANET), making it even more attractive to the users and economically successful. Interaction between wireless sensor and mobile ad-hoc networks with the Internet of Things allows the creation of a new MANET-IoT systems and IT-based networks. Such the system gives the greater mobility for a user and reduces deployment costs of the network. However, at the same time it opens new challenging issues in its networking aspects as well. In this work, the authors propose a routing solution for the Internet of Things system using a combination of MANET protocols and WSN routing principles. The presented results of solution's investigation provide an effective approach to efficient energy consumption in the global MANET-IoT system.And that is a step forward to a reliable provision of services over global Future Internet infrastructure.
Abstract. Cloud gaming is an emerging technology that combines cloud computing with computer games. Compared to traditional gaming, its core advantages include ease of development/deployment for developers, and lower technology costs for users given the potential to play on thin client devices. In this chapter, we firstly describe the approach, and then focus on the impact of latency, known as lag, on Quality of Experience, for so-called First Person Shooter games. We outline our approach to lag compensation whereby we equalize within reason the up and downlink delays in real-time for all players. We describe the testbed in detail, the open source Gaming Anywhere platform, the use of NTP to synchronise time, the network emulator and the role of the centralized log server. We then present results that firstly validate the mechanism and also use small scale and preliminary subjective tests to assess and prove its performance. We conclude the chapter by outlining ongoing and future work.
Information systems of critical infrastructure provide services on which the core functions of a state and its economy depend as well as welfare of society. Such systems are becoming an increasingly common target for crimes and attacks in cyberspace, as their vulnerabilities can be exploited for malicious activities seeking financial or political gain. One of the main reasons that threatens the security of these systems is the weak control of remote access, otherwise defined as management of a system’s user identity. Management of user identity depends on user authentication, authorization and the assignment of certain rights in the digital space. This paper provides the proposed two-factor (2FA) digital authentication method for remote access to an information system of a critical infrastructure. Results of testing the method’s usability and resilience to cyber threats have shown that the system, in which the method was implemented, is protected from dangerous HTTP requests and publicly available system’s endpoints are protected from threatening inputs that could cause malicious activities on the critical infrastructure. Additionally, the implementation of the authentication API application ensures the rapidity of the method for less than 500 ms for 100 users working in parallel with the system at the same time.
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