Abstract
We would like to develop an effective multi-user finance service for tourism gamification in the metaverse. Such a digital marketing is emerging and popular in the tourism industry. With our proposed financial service for the tourism gamification, the users can easily pay ordered commodities on the virtual stores around the virtual sightseeing spots in the metaverse. Note that the shopping commodities from the virtual stores will be delivered to the users from the real store. Such a convenient payment experience during the tour can also promote tourism industry in the real world. In addition, to remedy the computing resource scarcity, we propose an efficient computing resource allocation technique based on the neural network for the mobile computing scenario. Experimental results show that this method can make the technology of smart contracts more extensible for the game platforms, instead of the limited web-based methods and traditional transactions.
Similar content being viewed by others
Data availability
Data sets generated during the current study are available from the corresponding author on reasonable request. The production data are restricted to apply to the availability of these data, which were used under license for the current study, and so are not publicly available.
References
Abadi M, Agarwal A, Barham P, Brevdo E, Chen Z, Citro C, Corrado GS, Davis A, Dean J, Devin M, Ghemawat S, Goodfellow I, Harp A, Irving G, Isard M, Jozefowicz R, Jia Y, Kaiser L, Kudlur M, Levenberg J, Mané D, Schuster M, Monga R, Moore S, Murray D, Olah C, Shlens J, Steiner B, Sutskever I, Talwar K, Tucker P, Vanhoucke V, Vasudevan V, Viégas F, Vinyals O, Warden P, Wattenberg M, Wicke M, Yu Y, Zheng X (2016) Tensorflow: large-scale machine learning on heterogeneous systems. https://doi.org/10.48550/arXiv.1603.04467
Aitzhan NZ, Svetinovic D (2016) Security and privacy in decentralized energy trading through multi-signatures, blockchain and anonymous messaging streams. IEEE Transactions on Dependable and Secure Computing.
Asheralieva A, Niyato D (2021) Learning-based mobile edge computing resource management to support public blockchain networks. IEEE Trans Mobile Comput 20:3
Basiri M, Rasoolzadegan A (2018) Delay-aware resource provisioning for cost-efficient cloud gaming. IEEE Trans Circuits Syst Video Technol 28(4):972–983
Bayer SHD, Stornetta WS (1993) Improving the efficiency and reliability of digital time-stamping. Springer, New York, pp 329–334
Bhojan NSNJ, Ooi AW (2020) Cloudygame: enabling cloud gaming on the edge with dynamic asset streaming and shared game instances. Multimed Tools and Appl 43:32503–32523
Christidis K, Devetsikiotis M (2016) Blockchains and smart contracts for the internet of things. IEEE Access 4:2292V2303
Chu CH (2021) Task offloading based on deep learning for blockchain in mobile edge computing. Wireless Netw (WINET) 27(1):117V127
Désiré K, Kigninman K, Kouassi AF (2021) Fractional rider deep long short term memory network for workload prediction-based distributed resource allocation using spark in cloud gaming. Engineering 13:135–157
Gao ZX, Yongqiang ZQ, Lin W, Zhou J (2022) Energy- and quality of experience-aware dynamic resource allocation for massively multiplayer online games in heterogeneous cloud computing systems. In IEEE Trans Services Comput.
Ghobaei-Arani KR, Ramezanpour MM (2019) An autonomous resource provisioning framework for massively multiplayer online games in cloud environment. J Netw Comput Appl 142:76–97
Ghobaei-Arani M, Khorsand R, Ramezanpour M (2019) An autonomous resource provisioning framework for massively multiplayeronline games in cloud environment. J Netw Comput Appl 142:76–97
Habbal MKM (2020) Post study of blockchain in smart health environment. In International Conference on Innovative Technologies in Intelligent Systems and Industrial Applications (CITISIA)
Hashemi SH, Faghri F, Rausch P, Campbell RH (2016) World of empowered IoT users. In: IEEE first international conference on internet of things design and implementation (IoTDI), pp 13–24
Jeon HJ, Youn HC, Ko SM, Kim TH (2022) Blockchain and AI Meet in the Metaverse. Advances in the Convergence of Blockchain and Artificial Intelligence, pp 1–10
Lee YT, Kuan-Ta C (2011) World of warcraft avatar history dataset. In ACM. p 123–128
Li Y, Wang X, Liu H, Pu L, Tang S, Wang G, Liu X (2021) Reinforcement learning-based resource partitioning for improving responsiveness in cloud gaming. IEEE Trans Comput 71(5):1049–1062
Milgram KFP (1994) A taxonomy of mixed reality visual displays. IEICE Trans Inf Syst 12(77):1321–1329
Milgram P, Takemura H (1995) Augmented reality: a class of displays on the reality-virtuality continuum. In Telemanipulator and Telepresence Technologies, Proceedings of the Photonics for Industrial Applications. 2351:282–292
Mystakidis S (2022) Metaverse. MDPI. p 486–497
Nakamoto S (2008) Bitcoin a peer-to-peer electronic cash system
Omohundro S (2014) Autonomous technology and the greater human good. J Exp Theor Artif Intell. 26(3):303–315
Rauschnabel PA (2020) Augmented reality is eating the real-world the substitution of physical products by holograms. Int J Inf Manage 57:1–15
Samaniego M, Deters R (2016) Blockchain as a service for iot. IEEE International Conference on Internet of Things (iThings). p 433–436
Stanciu A (2017) Blockchain based distributed control system for edge computing. International Conference on Control Systems and Computer Science (CSCS). p 667–671
Van Den Bossche B, Verdickt T, De Vleeschauwer B, Desmet S, De Mulder S, De Turck F, Dhoedt B, Demeester P (2006) A platform for dynamic microcell redeployment in massively multiplayer online games. In: Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video, vol 3, pp 1–6
Wood G (2014) Ethereum: a secure decentralised generalised transaction ledger. Ethereum Project Yellow Paper, vol 151, pp 151
Xenakis D, Zarifis I, Petrogiannakis P, Tsiota A, Passas N (2020) Blockchain-driven mobile data access towards fully decentralized mobile video trading in 5G networks. In: ICC 2020-2020 IEEE International Conference on Communications (ICC), pp 1–7
Xiong DNPWZehui, Feng Shaohan, Z Han (2017) Edge computing resource management and pricing for mobile blockchain. arXiv preprint
Zhang X, Chen H (2019) Improving cloud gaming experience through mobile edge computing. IEEE Wirel Commun 26(4):178–183
Zheng KGI, Chan JM (1998) Virtual reality. IEEE Potentials Mag Eng Stud 17(2):20–23
Funding
No funding was received.
Author information
Authors and Affiliations
Corresponding author
Ethics declarations
Conflict of interest
The authors declare that they have no conflict of interest.
Ethical approval
This article does not contain any studies with human participants or animals performed by any of the authors.
Informed consent
None.
Additional information
Publisher's Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.
About this article
Cite this article
Chu, CH. Deep resource allocation for a massively multiplayer online finance of tourism gamification in metaverse. Inf Technol Tourism 25, 565–583 (2023). https://doi.org/10.1007/s40558-023-00267-8
Received:
Revised:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s40558-023-00267-8