5 research outputs found

    Mobile Phone as an Everyday Life Style Object – The Move from »Plain old Mobile« to »Electronic Brain in your Pocket«

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    Seit der Einführung des Mobiltelefons hat sich seine Nutzung sehr stark verändert. Mittlerweile sind sie zu wichtigen Hilfsmitteln im täglichen Leben geworden, z. B. als Organizer oder Nachschlagewerk. Hier drängt sich nun die entscheidende Frage auf, inwieweit mobile Dienste Zugriff auf die Daten der Nutzer bekommen. Um dies, aber auch die Akzeptanz von verschiedenen mobilen Diensten zu erforschen, wurden im Rahmen dieses Papiers Umfragen in Berlin und Brandenburg durchgeführt. Ein weiterer Gegenstand der Umfrage war es, herauszufinden, ob die Nutzer bereit sind, private Daten Diensten zur Verfügung zu stellen, damit diese die Daten zu einer großen Menge vereinen, um so Vorschläge zu den Interessen der Nutzer machen zu können.Since the mobile phone was introduced to the market, its way of using changed rapidly. Nowadays it is an important tool, e.g. as organizer or knowledge base in people’s every days life. The important question is now: In which way mobile services will gain influence on private data. For this purpose surveys were conducted in Berlin-Brandenburg to get a serious database and to figure out customer‘s wishes and expectations regarding these services. Another reason for this survey was to find out, whether people are willing to provide their private data to programs or services that combine different kinds of those data, to connect these independent data to a huge database, to make suggestions of people’s interests

    A Clustering-based Location Privacy Protection Scheme for Pervasive Computing

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    In pervasive computing environments, Location- Based Services (LBSs) are becoming increasingly important due to continuous advances in mobile networks and positioning technologies. Nevertheless, the wide deployment of LBSs can jeopardize the location privacy of mobile users. Consequently, providing safeguards for location privacy of mobile users against being attacked is an important research issue. In this paper a new scheme for safeguarding location privacy is proposed. Our approach supports location K-anonymity for a wide range of mobile users with their own desired anonymity levels by clustering. The whole area of all users is divided into clusters recursively in order to get the Minimum Bounding Rectangle (MBR). The exact location information of a user is replaced by his MBR. Privacy analysis shows that our approach can achieve high resilience to location privacy threats and provide more privacy than users expect. Complexity analysis shows clusters can be adjusted in real time as mobile users join or leave. Moreover, the clustering algorithms possess strong robustness.Comment: The 3rd IEEE/ACM Int Conf on Cyber, Physical and Social Computing (CPSCom), IEEE, Hangzhou, China, December 18-20, 201

    Handling location uncertainty in probabilistic location-dependent queries

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    Location-based services have motivated intensive research in the field of mobile computing, and particularly on location-dependent queries. Existing approaches usually assume that the location data are expressed at a fine geographic precision (physical coordinates such as GPS). However, many positioning mechanisms are subject to an inherent imprecision (e.g., the cell-id mechanism used in cellular networks can only determine the cell where a certain moving object is located). Moreover, even a GPS location can be subject to an error or be obfuscated for privacy reasons. Thus, moving objects can be considered to be associated not to an exact location, but to an uncertainty area where they can be located. In this paper, we analyze the problem introduced by the imprecision of the location data available in the data sources by modeling them using uncertainty areas. To do so, we propose to use a higher-level representation of locations which includes uncertainty, formalizing the concept of uncertainty location granule. This allows us to consider probabilistic location-dependent queries, among which we will focus on probabilistic inside (range) constraints. The adopted model allows us to develop a systematic and efficient approach for processing this kind of queries. An experimental evaluation shows that these probabilistic queries can be supported efficiently

    Enhancing trustability in MMOGs environments

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    Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds (VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more autonomic, security, and trust mechanisms in a way similar to humans do in the real life world. As known, this is a difficult matter because trusting in humans and organizations depends on the perception and experience of each individual, which is difficult to quantify or measure. In fact, these societal environments lack trust mechanisms similar to those involved in humans-to-human interactions. Besides, interactions mediated by compute devices are constantly evolving, requiring trust mechanisms that keep the pace with the developments and assess risk situations. In VW/MMOGs, it is widely recognized that users develop trust relationships from their in-world interactions with others. However, these trust relationships end up not being represented in the data structures (or databases) of such virtual worlds, though they sometimes appear associated to reputation and recommendation systems. In addition, as far as we know, the user is not provided with a personal trust tool to sustain his/her decision making while he/she interacts with other users in the virtual or game world. In order to solve this problem, as well as those mentioned above, we propose herein a formal representation of these personal trust relationships, which are based on avataravatar interactions. The leading idea is to provide each avatar-impersonated player with a personal trust tool that follows a distributed trust model, i.e., the trust data is distributed over the societal network of a given VW/MMOG. Representing, manipulating, and inferring trust from the user/player point of view certainly is a grand challenge. When someone meets an unknown individual, the question is “Can I trust him/her or not?”. It is clear that this requires the user to have access to a representation of trust about others, but, unless we are using an open source VW/MMOG, it is difficult —not to say unfeasible— to get access to such data. Even, in an open source system, a number of users may refuse to pass information about its friends, acquaintances, or others. Putting together its own data and gathered data obtained from others, the avatar-impersonated player should be able to come across a trust result about its current trustee. For the trust assessment method used in this thesis, we use subjective logic operators and graph search algorithms to undertake such trust inference about the trustee. The proposed trust inference system has been validated using a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy increase in evaluating trustability of avatars. Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g., graph search methods), on an individual basis, rather than based on usual centralized reputation systems. In particular, and unlike other trust discovery methods, our methods run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft), mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo, Facebook) necessitam de mecanismos de confiança mais autónomos, capazes de assegurar a segurança e a confiança de uma forma semelhante à que os seres humanos utilizam na vida real. Como se sabe, esta não é uma questão fácil. Porque confiar em seres humanos e ou organizações depende da percepção e da experiência de cada indivíduo, o que é difícil de quantificar ou medir à partida. Na verdade, esses ambientes sociais carecem dos mecanismos de confiança presentes em interacções humanas presenciais. Além disso, as interacções mediadas por dispositivos computacionais estão em constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da evolução para avaliar situações de risco. Em VW/MMOGs, é amplamente reconhecido que os utilizadores desenvolvem relações de confiança a partir das suas interacções no mundo com outros. No entanto, essas relações de confiança acabam por não ser representadas nas estruturas de dados (ou bases de dados) do VW/MMOG específico, embora às vezes apareçam associados à reputação e a sistemas de reputação. Além disso, tanto quanto sabemos, ao utilizador não lhe é facultado nenhum mecanismo que suporte uma ferramenta de confiança individual para sustentar o seu processo de tomada de decisão, enquanto ele interage com outros utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como os mencionados acima, propomos nesta tese uma representação formal para essas relações de confiança pessoal, baseada em interacções avatar-avatar. A ideia principal é fornecer a cada jogador representado por um avatar uma ferramenta de confiança pessoal que segue um modelo de confiança distribuída, ou seja, os dados de confiança são distribuídos através da rede social de um determinado VW/MMOG. Representar, manipular e inferir a confiança do ponto de utilizador/jogador, é certamente um grande desafio. Quando alguém encontra um indivíduo desconhecido, a pergunta é “Posso confiar ou não nele?”. É claro que isto requer que o utilizador tenha acesso a uma representação de confiança sobre os outros, mas, a menos que possamos usar uma plataforma VW/MMOG de código aberto, é difícil — para não dizer impossível — obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de código aberto, um número de utilizadores pode recusar partilhar informações sobre seus amigos, conhecidos, ou sobre outros. Ao juntar seus próprios dados com os dados obtidos de outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir. Relativamente ao método de avaliação de confiança empregue nesta tese, utilizamos lógica subjectiva para a representação da confiança, e também operadores lógicos da lógica subjectiva juntamente com algoritmos de procura em grafos para empreender o processo de inferência da confiança relativamente a outro utilizador. O sistema de inferência de confiança proposto foi validado através de um número de cenários Open-Simulator (opensimulator.org), que mostrou um aumento na precisão na avaliação da confiança de avatares. Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos virtuais, conjuntamente com métricas de avaliação de confiança (por exemplo, a lógica subjectiva) e em métodos de procura de caminhos de confiança (com por exemplo, através de métodos de pesquisa em grafos), partindo de uma base individual, em vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao contrário de outros métodos de determinação do grau de confiança, os nossos métodos são executados em tempo real
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