6,734 research outputs found

    Validation of a smartphone app to map social networks of proximity

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    Social network analysis is a prominent approach to investigate interpersonal relationships. Most studies use self-report data to quantify the connections between participants and construct social networks. In recent years smartphones have been used as an alternative to map networks by assessing the proximity between participants based on Bluetooth and GPS data. While most studies have handed out specially programmed smartphones to study participants, we developed an application for iOS and Android to collect Bluetooth data from participants own smartphones. In this study, we compared the networks estimated with the smartphone app to those obtained from sociometric badges and self-report data. Participants (n=21) installed the app on their phone and wore a sociometric badge during office hours. Proximity data was collected for 4 weeks. A contingency table revealed a significant association between proximity data (rho = 0.17, p<0.0001), but the marginal odds were higher for the app (8.6%) than for the badges (1.3%), indicating that dyads were more often detected by the app. We then compared the networks that were estimated using the proximity and self-report data. All three networks were significantly correlated, although the correlation with self-reported data was lower for the app (rho = 0.25) than for badges (rho = 0.67). The scanning rates of the app varied considerably between devices and was lower on iOS than on Android. The association between the app and the badges increased when the network was estimated between participants whose app recorded more regularly. These findings suggest that the accuracy of proximity networks can be further improved by reducing missing data and restricting the interpersonal distance at which interactions are detected.Comment: 20 pages, 5 figure

    Exploring the Design of Pay-Per-Use Objects in the Construction Domain

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    Equipment used in the construction domain is often hired in order to reduce cost and maintenance overhead. The cost of hire is dependent on the time period involved and does not take into account the actual use equipment has received. This paper presents our initial investigation into how physical objects augmented with sensing and communication technologies can measure use in order to enable new pay-per-use payment models for equipment hire. We also explore user interaction with pay-per-use objects via mobile devices. The user interactions that take place within our prototype scenario range from simple information access to transactions involving multiple users. This paper presents the design, implementation and evaluation of a prototype pay-per-use system motivated by a real world equipment hire scenario. We also provide insights into the various challenges introduced by supporting a pay-per-use model, including data storage and data security in addition to user interaction issues

    A Generic Information and Consent Framework for the IoT

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    The Internet of Things (IoT) raises specific issues in terms of information and consent, which makes the implementation of the General Data Protection Regulation (GDPR) challenging in this context. In this report, we propose a generic framework for information and consent in the IoT which is protective both for data subjects and for data controllers. We present a high level description of the framework, illustrate its generality through several technical solutions and case studies, and sketch a prototype implementation

    K-Trek: A Peer-to-Peer Approach To Distribute Knowledge In Large Environments

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    In this paper, we explore an architecture, called K-Trek, that enables mobile users to travel across knowledge distributed over a large geographical area (ranging from large public buildings to a national park). Our aim is providing, dis-tributing, and enriching the environment with location-sensitive information for use by agents on board of mobile and static devices. Local interactions among K-Trek devices and the distribution of information in the larger environment adopt some typical peer-to-peer patterns and techniques. We introduce the architecture, discuss some of its potential knowledge management applications, and present a few experimental results obtained with simulation

    Survey and Systematization of Secure Device Pairing

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    Secure Device Pairing (SDP) schemes have been developed to facilitate secure communications among smart devices, both personal mobile devices and Internet of Things (IoT) devices. Comparison and assessment of SDP schemes is troublesome, because each scheme makes different assumptions about out-of-band channels and adversary models, and are driven by their particular use-cases. A conceptual model that facilitates meaningful comparison among SDP schemes is missing. We provide such a model. In this article, we survey and analyze a wide range of SDP schemes that are described in the literature, including a number that have been adopted as standards. A system model and consistent terminology for SDP schemes are built on the foundation of this survey, which are then used to classify existing SDP schemes into a taxonomy that, for the first time, enables their meaningful comparison and analysis.The existing SDP schemes are analyzed using this model, revealing common systemic security weaknesses among the surveyed SDP schemes that should become priority areas for future SDP research, such as improving the integration of privacy requirements into the design of SDP schemes. Our results allow SDP scheme designers to create schemes that are more easily comparable with one another, and to assist the prevention of persisting the weaknesses common to the current generation of SDP schemes.Comment: 34 pages, 5 figures, 3 tables, accepted at IEEE Communications Surveys & Tutorials 2017 (Volume: PP, Issue: 99

    A Proposed Mechanism for Bluetooth Low Enegry Network by Adjusting Network Parameter

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    Bluetooth Low Energy (BLE) developed from traditional Bluetooth innovations for empowering short-range communication in various systems and services. BLE has many points of interest over traditional Bluetooth advancements, including low power utilization and low cost deployment. As of late, a not very many number of research studies have been directed to enhance device discovery procedure of BLE. However, these reviews have still a few constraints. Earlier reviews have accepted that advertising PDUs are instantly handled the length of they are gotten effectively by a scanner. Essentially, notwithstanding, BLE devices may encounter heaps of impacts because of dispute among neighbors, especially in a swarmed situation. With expanding number of BLE devices, delays of both connection set up and device discovery keep exponential development, which could impact client involvement regarding either time or energy utilization. In this paper, an enhanced mechanism is proposed to empower BLE promoters and scanners to take in the system conflict and change their parameters in like manner, to accomplish fast discovery latency. Through broad simulations, the proposed mechanism has demonstrated its effectiveness to reduce sudden long latency in swarmed BLE systems

    OSCAR: A Collaborative Bandwidth Aggregation System

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    The exponential increase in mobile data demand, coupled with growing user expectation to be connected in all places at all times, have introduced novel challenges for researchers to address. Fortunately, the wide spread deployment of various network technologies and the increased adoption of multi-interface enabled devices have enabled researchers to develop solutions for those challenges. Such solutions aim to exploit available interfaces on such devices in both solitary and collaborative forms. These solutions, however, have faced a steep deployment barrier. In this paper, we present OSCAR, a multi-objective, incentive-based, collaborative, and deployable bandwidth aggregation system. We present the OSCAR architecture that does not introduce any intermediate hardware nor require changes to current applications or legacy servers. The OSCAR architecture is designed to automatically estimate the system's context, dynamically schedule various connections and/or packets to different interfaces, be backwards compatible with the current Internet architecture, and provide the user with incentives for collaboration. We also formulate the OSCAR scheduler as a multi-objective, multi-modal scheduler that maximizes system throughput while minimizing energy consumption or financial cost. We evaluate OSCAR via implementation on Linux, as well as via simulation, and compare our results to the current optimal achievable throughput, cost, and energy consumption. Our evaluation shows that, in the throughput maximization mode, we provide up to 150% enhancement in throughput compared to current operating systems, without any changes to legacy servers. Moreover, this performance gain further increases with the availability of connection resume-supporting, or OSCAR-enabled servers, reaching the maximum achievable upper-bound throughput
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