“…The reason for using WebSocket is because it allows push data to be sent to connected users in real time, keeping the communication channel open. Analyzing the different options available in the market and taking as a reference [5], it was decided to use NodeJS v16.17.0 with the Express v1.17.2 framework as backend server and the socket.io v4.2.0 [19] library for bidirectional communication between the server and the client.…”
During the years of the COVID-19 pandemic, university education had to adapt to a virtual context and the laboratories, which made use of specialized equipment, had to stop and move to a simulated context, providing an experience for the student close to reality, but not complete. As the years progressed and the restrictions began to diminish, various alternatives were proposed to facilitate remote access by students to the laboratories through cameras, IoT solutions for the remote control and monitoring of specialized equipment through web environments. The Pontificia Universidad Católica del Perú has a psychrometric equipment for laboratories of undergraduate courses, which could only be used in person. In this article, an IoT solution deployed in the cloud is proposed, with AWS services, to remotely control and monitor all the data generated by the psychometric equipment. These data are obtained through sensors or cameras to be sent to the IoT platform in the cloud through MQTT, which will then allow users to see the result in real time using HTTPs and WebSocket. The deployed solution also allows managing user access by role, by date, assigning sensors to users in real time, saving a history of everything sensed, and exporting all the data generated during the laboratory session. The solution has also been used throughout a period of 12 months in which students have been able to interact with the platform, both in person and remotely.
“…The reason for using WebSocket is because it allows push data to be sent to connected users in real time, keeping the communication channel open. Analyzing the different options available in the market and taking as a reference [5], it was decided to use NodeJS v16.17.0 with the Express v1.17.2 framework as backend server and the socket.io v4.2.0 [19] library for bidirectional communication between the server and the client.…”
During the years of the COVID-19 pandemic, university education had to adapt to a virtual context and the laboratories, which made use of specialized equipment, had to stop and move to a simulated context, providing an experience for the student close to reality, but not complete. As the years progressed and the restrictions began to diminish, various alternatives were proposed to facilitate remote access by students to the laboratories through cameras, IoT solutions for the remote control and monitoring of specialized equipment through web environments. The Pontificia Universidad Católica del Perú has a psychrometric equipment for laboratories of undergraduate courses, which could only be used in person. In this article, an IoT solution deployed in the cloud is proposed, with AWS services, to remotely control and monitor all the data generated by the psychometric equipment. These data are obtained through sensors or cameras to be sent to the IoT platform in the cloud through MQTT, which will then allow users to see the result in real time using HTTPs and WebSocket. The deployed solution also allows managing user access by role, by date, assigning sensors to users in real time, saving a history of everything sensed, and exporting all the data generated during the laboratory session. The solution has also been used throughout a period of 12 months in which students have been able to interact with the platform, both in person and remotely.
“…To build a multiplayer game, it is hoped that each player can compete in knowing a lot about Sundanese proverbs. To build multiplayer games that can run in realtime, Socket.IO and Node.JS technologies are the solution [6] [7].…”
Game development is currently quite rapid. Now games can be played by various groups, because many games now contain not just games, but there are also games with educational content. The educational game that will be made in this study is a website-based Sundanese proverb game, this type of game will be multiplayer so that players can compete with other players. The purpose of this research is to make a Sundanese proverb educational multiplayer game that can be played simultaneously with many players, so that it can introduce the regional language, namely Sundanese, to the wider community. The technology used in making this game is Socket.IO and Node.JS, using these technologies can make end users interact in real time. In making this game using the Game Development Life Cycle (GDLC) methodology with the stages of initialization, pre-production, production, testing, beta and release. The results obtained in this research are website-based Sundanese proverb educational games that can be used without taking up much space on the device.
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