224 research outputs found

    A Survey on Smartphone-Based Crowdsensing Solutions

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    © 2016 Willian Zamora et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.[EN] In recent years, the widespread adoption of mobile phones, combined with the ever-increasing number of sensors that smartphones are equipped with, greatly simplified the generalized adoption of crowdsensing solutions by reducing hardware requirements and costs to a minimum. These factors have led to an outstanding growth of crowdsensing proposals from both academia and industry. In this paper, we provide a survey of smartphone-based crowdsensing solutions that have emerged in the past few years, focusing on 64 works published in top-ranked journals and conferences. To properly analyze these previous works, we first define a reference framework based on how we classify the different proposals under study. The results of our survey evidence that there is still much heterogeneity in terms of technologies adopted and deployment approaches, although modular designs at both client and server elements seem to be dominant. Also, the preferred client platform is Android, while server platforms are typically web-based, and client-server communications mostly rely on XML or JSON over HTTP. The main detected pitfall concerns the performance evaluation of the different proposals, which typically fail to make a scalability analysis despite being critical issue when targeting very large communities of users.This work was partially supported by the Ministerio de Economia y Competitividad, Programa Estatal de Investigacion, Desarrollo e Innovacion Orientada a los Retos de la Sociedad, Proyectos I+D+I 2014, Spain, under Grant TEC2014-52690-R, the "Universidad Laica Eloy Alfaro de Manabi-ULEAM," and the "Programa de Becas SENESCYT de la Republica del Ecuador."Zamora-Mero, WJ.; Tavares De Araujo Cesariny Calafate, CM.; Cano Escribá, JC.; Manzoni, P. (2016). A Survey on Smartphone-Based Crowdsensing Solutions. Mobile Information Systems. 2016:1-26. https://doi.org/10.1155/2016/9681842S126201

    Biomove: Biometric user identification from human kinesiological movements for virtual reality systems

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    © 2020 by the authors. Licensee MDPI, Basel, Switzerland. Virtual reality (VR) has advanced rapidly and is used for many entertainment and business purposes. The need for secure, transparent and non-intrusive identification mechanisms is important to facilitate users’ safe participation and secure experience. People are kinesiologically unique, having individual behavioral and movement characteristics, which can be leveraged and used in security sensitive VR applications to compensate for users’ inability to detect potential observational attackers in the physical world. Additionally, such method of identification using a user’s kinesiological data is valuable in common scenarios where multiple users simultaneously participate in a VR environment. In this paper, we present a user study (n = 15) where our participants performed a series of controlled tasks that require physical movements (such as grabbing, rotating and dropping) that could be decomposed into unique kinesiological patterns while we monitored and captured their hand, head and eye gaze data within the VR environment. We present an analysis of the data and show that these data can be used as a biometric discriminant of high confidence using machine learning classification methods such as kNN or SVM, thereby adding a layer of security in terms of identification or dynamically adapting the VR environment to the users’ preferences. We also performed a whitebox penetration testing with 12 attackers, some of whom were physically similar to the participants. We could obtain an average identification confidence value of 0.98 from the actual participants’ test data after the initial study and also a trained model classification accuracy of 98.6%. Penetration testing indicated all attackers resulted in confidence values of less than 50% (\u3c50%), although physically similar attackers had higher confidence values. These findings can help the design and development of secure VR systems

    Design criteria for Indoor Positioning Systems in hospitals using technological, organizational and individual perspectives

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    This dissertation considers three different studies that handle Indoor Positioning Systems (IPS) in hospitals. Study 1 uses the Reasoned Action Approach by questioning hospital visitors and employees about their intention to use IPS in hospitals. Study 2 reviews IPS in hospitals. Study 3 is based on the results of the first two studies. It handles expert interviews that were conducted with different hospitals and IPS developers to evaluate the determined propositions. Then, the insights were used to conduct and evaluate experiments by testing an ultrasound-based IPS for hospitals

    Biomove: Biometric user identification from human kinesiological movements for virtual reality systems

    Get PDF
    © 2020 by the authors. Licensee MDPI, Basel, Switzerland. Virtual reality (VR) has advanced rapidly and is used for many entertainment and business purposes. The need for secure, transparent and non-intrusive identification mechanisms is important to facilitate users’ safe participation and secure experience. People are kinesiologically unique, having individual behavioral and movement characteristics, which can be leveraged and used in security sensitive VR applications to compensate for users’ inability to detect potential observational attackers in the physical world. Additionally, such method of identification using a user’s kinesiological data is valuable in common scenarios where multiple users simultaneously participate in a VR environment. In this paper, we present a user study (n = 15) where our participants performed a series of controlled tasks that require physical movements (such as grabbing, rotating and dropping) that could be decomposed into unique kinesiological patterns while we monitored and captured their hand, head and eye gaze data within the VR environment. We present an analysis of the data and show that these data can be used as a biometric discriminant of high confidence using machine learning classification methods such as kNN or SVM, thereby adding a layer of security in terms of identification or dynamically adapting the VR environment to the users’ preferences. We also performed a whitebox penetration testing with 12 attackers, some of whom were physically similar to the participants. We could obtain an average identification confidence value of 0.98 from the actual participants’ test data after the initial study and also a trained model classification accuracy of 98.6%. Penetration testing indicated all attackers resulted in confidence values of less than 50% (\u3c50%), although physically similar attackers had higher confidence values. These findings can help the design and development of secure VR systems

    Optical boundaries for LED-based indoor positioning system

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    Overlap of footprints of light emitting diodes (LEDs) increases the positioning accuracy of wearable LED indoor positioning systems (IPS) but such an approach assumes that the footprint boundaries are defined. In this work, we develop a mathematical model for defining the footprint boundaries of an LED in terms of a threshold angle instead of the conventional half or full angle. To show the effect of the threshold angle, we compare how overlaps and receiver tilts affect the performance of an LED-based IPS when the optical boundary is defined at the threshold angle and at the full angle. Using experimental measurements, simulations, and theoretical analysis, the effect of the defined threshold angle is estimated. The results show that the positional time when using the newly defined threshold angle is 12 times shorter than the time when the full angle is used. When the effect of tilt is considered, the threshold angle time is 22 times shorter than the full angle positioning time. Regarding accuracy, it is shown in this work that a positioning error as low as 230 mm can be obtained. Consequently, while the IPS gives a very low positioning error, a defined threshold angle reduces delays in an overlap-based LED IPS

    Analysis & Numerical Simulation of Indian Food Image Classification Using Convolutional Neural Network

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    Recognition of Indian food can be assumed to be a fine-grained visual task owing to recognition property of various food classes. It is therefore important to provide an optimized approach to segmentation and classification for different applications based on food recognition. Food computation mainly utilizes a computer science approach which needs food data from various data outlets like real-time images, social flat-forms, food journaling, food datasets etc, for different modalities. In order to consider Indian food images for a number of applications we need a proper analysis of food images with state-of-art-techniques. The appropriate segmentation and classification methods are required to forecast the relevant and upgraded analysis. As accurate segmentation lead to proper recognition and identification, in essence we have considered segmentation of food items from images. Considering the basic convolution neural network (CNN) model, there are edge and shape constraints that influence the outcome of segmentation on the edge side. Approaches that can solve the problem of edges need to be developed; an edge-adaptive As we have solved the problem of food segmentation with CNN, we also have difficulty in classifying food, which has been an important area for various types of applications. Food analysis is the primary component of health-related applications and is needed in our day to day life. It has the proficiency to directly predict the score function from image pixels, input layer to produce the tensor outputs and convolution layer is used for self- learning kernel through back-propagation. In this method, feature extraction and Max-Pooling is considered with multiple layers, and outputs are obtained using softmax functionality. The proposed implementation tests 92.89% accuracy by considering some data from yummly dataset and by own prepared dataset. Consequently, it is seen that some more improvement is needed in food image classification. We therefore consider the segmented feature of EA-CNN and concatenated it with the feature of our custom Inception-V3 to provide an optimized classification. It enhances the capacity of important features for further classification process. In extension we have considered south Indian food classes, with our own collected food image dataset and got 96.27% accuracy. The obtained accuracy for the considered dataset is very well in comparison with our foregoing method and state-of-the-art techniques.

    How data will transform industrial processes: crowdsensing, crowdsourcing and big data as pillars of industry 4.0

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    We are living in the era of the fourth industrial revolution, namely Industry 4.0. This paper presents themain aspects related to Industry 4.0, the technologies thatwill enable this revolution, and the main application domains thatwill be affected by it. The effects that the introduction of Internet of Things (IoT), Cyber-Physical Systems (CPS), crowdsensing, crowdsourcing, cloud computing and big data will have on industrial processeswill be discussed. Themain objectiveswill be represented by improvements in: production efficiency, quality and cost-effectiveness; workplace health and safety, as well as quality of working conditions; products' quality and availability, according to mass customisation requirements. The paper will further discuss the common denominator of these enhancements, i.e., data collection and analysis. As data and information will be crucial for Industry 4.0, crowdsensing and crowdsourcing will introduce new advantages and challenges, which will make most of the industrial processes easier with respect to traditional technologies
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