Collision Avoidance Methodology in Internet of Things and Wireless Ad hoc Network

Collision Avoidance Methodology in Internet of Things and Wireless Ad hoc Network

Arundhati Arjaria, Priyanka Dixit
DOI: 10.4018/978-1-7998-2444-2.ch005
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In today's digital era, internet of things and wireless communication needs no introduction as almost everything directly or indirectly is dependent on the same. This scenario also leads to various security issues because devices are connected to internet and this availability makes this exposure vulnerable for various attacks. Recently in internet of things and wireless ad hoc networks, there is an essential issue of how to increase channel utilization without degrading the performance. Some problems are also responsible to increase collision in the network. Here, the authors propose a busy tone-based medium access control scheme to avoid such problems in fully as well as non-fully connected environment. Here in this chapter, they present a brief introduction to internet of things, security challenges regarding IoT, and its association with wireless technology. They also discuss the problems concerning wireless communication, which affects the performance of networks and their solutions.
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I. Introduction

In today’s scenario, Internet of Things can be seen as a global infrastructure for the information society, which is capacitating enhanced applicability by interconnecting (real and virtual) things depends on pre deployed and advanced interoperable information and communication technologies (ICT).

Here, things are objects of the physical/real sphere or of the information sphere (virtual world) which have the capability of being identified and incorporate into intercommunication systems. Things have affiliated information or data, which can be static and dynamic.

Physical things present in the real world and are capable of being sensed, instigated and associated. For example surrounding environment, industrial robots, goods and electrical equipment. Virtual things present in the information world and are capable of being stored, processed and accessed. Examples of virtual things are multimedia content and application software.

Figure 1.


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