11,399 research outputs found

    Byzantine Attack and Defense in Cognitive Radio Networks: A Survey

    Full text link
    The Byzantine attack in cooperative spectrum sensing (CSS), also known as the spectrum sensing data falsification (SSDF) attack in the literature, is one of the key adversaries to the success of cognitive radio networks (CRNs). In the past couple of years, the research on the Byzantine attack and defense strategies has gained worldwide increasing attention. In this paper, we provide a comprehensive survey and tutorial on the recent advances in the Byzantine attack and defense for CSS in CRNs. Specifically, we first briefly present the preliminaries of CSS for general readers, including signal detection techniques, hypothesis testing, and data fusion. Second, we analyze the spear and shield relation between Byzantine attack and defense from three aspects: the vulnerability of CSS to attack, the obstacles in CSS to defense, and the games between attack and defense. Then, we propose a taxonomy of the existing Byzantine attack behaviors and elaborate on the corresponding attack parameters, which determine where, who, how, and when to launch attacks. Next, from the perspectives of homogeneous or heterogeneous scenarios, we classify the existing defense algorithms, and provide an in-depth tutorial on the state-of-the-art Byzantine defense schemes, commonly known as robust or secure CSS in the literature. Furthermore, we highlight the unsolved research challenges and depict the future research directions.Comment: Accepted by IEEE Communications Surveys and Tutoiral

    Affect and believability in game characters:a review of the use of affective computing in games

    Get PDF
    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Project RISE: Recognizing Industrial Smoke Emissions

    Full text link
    Industrial smoke emissions pose a significant concern to human health. Prior works have shown that using Computer Vision (CV) techniques to identify smoke as visual evidence can influence the attitude of regulators and empower citizens to pursue environmental justice. However, existing datasets are not of sufficient quality nor quantity to train the robust CV models needed to support air quality advocacy. We introduce RISE, the first large-scale video dataset for Recognizing Industrial Smoke Emissions. We adopted a citizen science approach to collaborate with local community members to annotate whether a video clip has smoke emissions. Our dataset contains 12,567 clips from 19 distinct views from cameras that monitored three industrial facilities. These daytime clips span 30 days over two years, including all four seasons. We ran experiments using deep neural networks to establish a strong performance baseline and reveal smoke recognition challenges. Our survey study discussed community feedback, and our data analysis displayed opportunities for integrating citizen scientists and crowd workers into the application of Artificial Intelligence for social good.Comment: Technical repor

    Game-like 3D visualisation of air quality data

    Get PDF
    The data produced by sensor networks for urban air quality monitoring is becoming a valuable asset for informed health-aware human activity planning. However, in order to properly explore and exploit these data, citizens need intuitive and effective ways of interacting with it. This paper presents CityOnStats, a visualisation tool developed to provide users, mainly adults and young adults, with a game-like 3D environment populated with air quality sensing data, as an alternative to the traditionally passive visualisation techniques. CityOnStats provides several visual cues of pollution presence with the purpose of meeting each user’s preferences. Usability tests with a sample of 30 participants have shown the value of air quality 3D game-based visualisation and have provided empirical support for which visual cues are most adequate for the task at hand.info:eu-repo/semantics/publishedVersio
    • …
    corecore