20,003 research outputs found
Cloud Based Application Development for Accessing Restaurant Information on Mobile Device using LBS
Over the past couple of years, the extent of the services provided on the
mobile devices has increased rapidly. A special class of service among them is
the Location Based Service(LBS) which depends on the geographical position of
the user to provide services to the end users. However, a mobile device is
still resource constrained, and some applications usually demand more resources
than a mobile device can a ord. To alleviate this, a mobile device should get
resources from an external source. One of such sources is cloud computing
platforms. We can predict that the mobile area will take on a boom with the
advent of this new concept. The aim of this paper is to exchange messages
between user and location service provider in mobile device accessing the cloud
by minimizing cost, data storage and processing power. Our main goal is to
provide dynamic location-based service and increase the information retrieve
accuracy especially on the limited mobile screen by accessing cloud
application. In this paper we present location based restaurant information
retrieval system and we have developed our application in Android.Comment: 11 pages, 10 figure
Recommended from our members
Multimedia broadcast and internet satellite system design and user trial results
The EU funded project, System for Advanced Multimedia Broadcast
and IT Services (SAMBITS), has created an enhanced and synchronised,
multimedia terminal for merging satellite broadcast and internet
telecommunication services in a way that efficiently combines the large
bandwidth of the broadcast channel and the interactivity of the internet.
This paper proposes a novel broadcast and internet service concept, illustrates
this concept with two service scenarios and develops a system architecture to
demonstrate the range of key benefits provided by these new technologies.
It then describes the interactive multimedia terminal that was used for
consuming this new service concept. Finally, the results of the user trials on the
terminal are presented and discussed
Towards trajectory anonymization: a generalization-based approach
Trajectory datasets are becoming popular due to the massive usage of GPS and locationbased services. In this paper, we address privacy issues regarding the identification of individuals in static trajectory datasets. We first adopt the notion of k-anonymity to trajectories and propose a novel generalization-based approach for anonymization of trajectories. We further show that releasing
anonymized trajectories may still have some privacy leaks. Therefore we propose a randomization based reconstruction algorithm for releasing anonymized trajectory data and also present how the underlying techniques can be adapted to other anonymity standards. The experimental results on real and synthetic trajectory datasets show the effectiveness of the proposed techniques
Hybrid Satellite-Terrestrial Communication Networks for the Maritime Internet of Things: Key Technologies, Opportunities, and Challenges
With the rapid development of marine activities, there has been an increasing
number of maritime mobile terminals, as well as a growing demand for high-speed
and ultra-reliable maritime communications to keep them connected.
Traditionally, the maritime Internet of Things (IoT) is enabled by maritime
satellites. However, satellites are seriously restricted by their high latency
and relatively low data rate. As an alternative, shore & island-based base
stations (BSs) can be built to extend the coverage of terrestrial networks
using fourth-generation (4G), fifth-generation (5G), and beyond 5G services.
Unmanned aerial vehicles can also be exploited to serve as aerial maritime BSs.
Despite of all these approaches, there are still open issues for an efficient
maritime communication network (MCN). For example, due to the complicated
electromagnetic propagation environment, the limited geometrically available BS
sites, and rigorous service demands from mission-critical applications,
conventional communication and networking theories and methods should be
tailored for maritime scenarios. Towards this end, we provide a survey on the
demand for maritime communications, the state-of-the-art MCNs, and key
technologies for enhancing transmission efficiency, extending network coverage,
and provisioning maritime-specific services. Future challenges in developing an
environment-aware, service-driven, and integrated satellite-air-ground MCN to
be smart enough to utilize external auxiliary information, e.g., sea state and
atmosphere conditions, are also discussed
Beyond \u3ci\u3eMicrosoft\u3c/i\u3e: A Legislative Solution to the SCAâs Extraterritoriality Problem
The Stored Communications Act governs U.S. law enforcementâs access to cloud data, but the statute is ill equipped to handle the global nature of the modern internet. A pending U.S. Supreme Court case, United States v. Microsoft, raises the question whether a warrant under the statute may be used to reach across international borders to obtain data that is stored in another country, regardless of the userâs nationality. While the Court will determine whether this is an impermissible extraterritorial application of the current law, many have called for a legislative resolution to this issue. Due to the insufficiency of the current law, the limits of traditional judicial doctrines, and the inherent advantages the legislature has over the judiciary in addressing technological change, this Note also recommends a legislative resolution. Building upon a legislative proposal, this Note proposes a framework with two separate sets of legal procedures based on user identity. These separate domestic and extraterritorial procedures provide a framework that would set clear guidelines for law enforcement and service providers while giving due respect to foreign sovereignty
VANET Applications: Hot Use Cases
Current challenges of car manufacturers are to make roads safe, to achieve
free flowing traffic with few congestions, and to reduce pollution by an
effective fuel use. To reach these goals, many improvements are performed
in-car, but more and more approaches rely on connected cars with communication
capabilities between cars, with an infrastructure, or with IoT devices.
Monitoring and coordinating vehicles allow then to compute intelligent ways of
transportation. Connected cars have introduced a new way of thinking cars - not
only as a mean for a driver to go from A to B, but as smart cars - a user
extension like the smartphone today. In this report, we introduce concepts and
specific vocabulary in order to classify current innovations or ideas on the
emerging topic of smart car. We present a graphical categorization showing this
evolution in function of the societal evolution. Different perspectives are
adopted: a vehicle-centric view, a vehicle-network view, and a user-centric
view; described by simple and complex use-cases and illustrated by a list of
emerging and current projects from the academic and industrial worlds. We
identified an empty space in innovation between the user and his car:
paradoxically even if they are both in interaction, they are separated through
different application uses. Future challenge is to interlace social concerns of
the user within an intelligent and efficient driving
Privacy in Gaming
Video game platforms and business models are increasingly built on collection, use, and sharing of personal information for purposes of both functionality and revenue. This paper examines privacy issues and explores data practices, technical specifications, and policy statements of the most popular games and gaming platforms to provide an overview of the current privacy legal landscape for mobile gaming, console gaming, and virtual reality devices. The research observes how modern gaming aligns with information privacy notions and norms and how data practices and technologies specific to gaming may affect users and, in particular, child gamers.
After objectively selecting and analyzing major players in gaming, the research notes the many different ways that game companies collect data from users, including through cameras, sensors, microphones, and other hardware, through platform features for social interaction and user-generated content, and by means of tracking technologies like cookies and beacons. The paper also notes how location and biometric data are collected routinely through game platforms and explores issues specific to mobile gaming and pairing with smartphones and other external hardware devices.
The paper concludes that transparency as to gaming companiesâ data practices could be much improved, especially regarding sharing with third party affiliates. In addition, the research considers how childrenâs privacy may be particularly affected while gaming, determining that special attention should be paid to user control mechanisms and privacy settings within games and platforms, that social media and other interactive features create unique privacy and safety concerns for children which require gamer and parent education, and that privacy policy language is often incongruent with age ratings advertised to children and parents. To contribute additional research value and resources, the paper attaches a comprehensive set of appendices, on which the research conclusions are in part based, detailing the technical specifications and privacy policy statements of popular games and gaming platforms for mobile gaming, console gaming, and virtual reality devices
- âŠ