198 research outputs found

    Managing the Internet of Things based on its Social Structure

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    Society is moving towards an “always connected” paradigm, where the Internet user is shifting from persons to things, leading to the so called Internet of Things (IoT) scenario. The IoT vision integrates a large number of technologies and foresees to embody a variety of smart objects around us (such as sensors, actuators, smartphones, RFID, etc.) that, through unique addressing schemes and standard communication protocols, are able to interact with each Others and cooperate with their neighbors to reach common goals [2, 3]. IoT is a hot research topic, as demonstrated by the increasing attention and the large worldwide investments devoted to it. It is believed that the IoT will be composed of trillions of elements interacting in an extremely heterogeneous way in terms of requirements, behavior and capabilities; according to [4], by 2015 the RIFD devices alone will reach hundreds of billions. Unquestionably, the IoT will pervade every aspect of our world and will have a huge impact in our everyday life: indeed, as stated by the US National Intelligence Council (NIC) [5], “by 2025 Internet nodes may reside in everyday things − food packages, furniture, paper documents, and more”. Then, communications will not only involve persons but also things thus bringing about the IoT environment in which objects will have virtual counterparts on the Internet. Such virtual entities will produce and consume services, collaborate toward common goals and should be integrated with all the other services. One of the biggest challenges that the research community is facing right now is to be able to organize such an ocean of devices so that the discovery of objects and services is performed efficiently and in a scalable way. Recently, several attempts have been made to apply concepts of social networking to the IoT. There are scientific evidences that a large number of individuals tied in a social network can provide far more accurate answers to complex problems than a single individual (or a small group of – even knowledgeable – individuals) [1]. The exploitation of such a principle, applied to smart objects, has been widely investigated in Internet-related researches. Indeed, several schemes have been proposed that use social networks to search Internet resources, to route traffic, or to select effective policies for content distribution. The idea that the convergence of the “Internet of Things” and the “Social Networks” worlds, which up to now were mostly kept separate by both scientific and industrial communities, is possible or even advisable is gaining momentum very quickly. This is due to the growing awareness that a “Social Internet of Things” (SIoT) paradigm carries with it many desirable implications in a future world populated by objects permeating the everyday life of human beings. Therefore, the goal of this thesis is to define a possible architecture for the SIoT, which includes the functionalities required to integrate things into a social network, and the needed strategies to help things to create their relationships in such a way that the resulting social network is navigable. Moreover, it focuses on the trustworthiness management, so that interaction among objects that are friends can be done in a more reliable way and proposes a possible implementation of a SIoT network. Since this thesis covers several aspects of the Social internet of Things, I will present the state of the art related to the specific research activities at the beginning of every Chapter. The rest of the thesis is structured as follows. In Chapter 1, I identify appropriate policies for the establishment and the management of social relationships between objects, describe a possible architecture for the IoT that includes the functionalities required to integrate things into a social network and analyze the characteristics of the SIoT network structure by means of simulations. Chapter 2 addresses the problem of the objects to manage a large number of friends, by analyzing possible strategies to drive the objects to select the appropriate links for the benefit of overall network navigability and to speed up the search of the services. In Chapter 3, I focus on the problem of understanding how the information provided by members of the social IoT has to be processed so as to build a reliable system on the basis of the behavior of the objects and define two models for trustworthiness management starting from the solutions proposed for P2P and social networks. Chapter 4 presents an implementation of a SIoT platform and its major functionalities: how to register a new social object to the platform, how the system manages the creation of new relationships, and how the devices create groups of members with similar characteristics. Finally, in Chapter 5, conclusions will be drawn regarding the effectiveness of the proposed Introduction 3 algorithms, and some possible future works will be sketche

    Managing the Internet of Things based on its Social Structure

    Get PDF
    Society is moving towards an “always connected” paradigm, where the Internet user is shifting from persons to things, leading to the so called Internet of Things (IoT) scenario. The IoT vision integrates a large number of technologies and foresees to embody a variety of smart objects around us (such as sensors, actuators, smartphones, RFID, etc.) that, through unique addressing schemes and standard communication protocols, are able to interact with each Others and cooperate with their neighbors to reach common goals [2, 3]. IoT is a hot research topic, as demonstrated by the increasing attention and the large worldwide investments devoted to it. It is believed that the IoT will be composed of trillions of elements interacting in an extremely heterogeneous way in terms of requirements, behavior and capabilities; according to [4], by 2015 the RIFD devices alone will reach hundreds of billions. Unquestionably, the IoT will pervade every aspect of our world and will have a huge impact in our everyday life: indeed, as stated by the US National Intelligence Council (NIC) [5], “by 2025 Internet nodes may reside in everyday things − food packages, furniture, paper documents, and more”. Then, communications will not only involve persons but also things thus bringing about the IoT environment in which objects will have virtual counterparts on the Internet. Such virtual entities will produce and consume services, collaborate toward common goals and should be integrated with all the other services. One of the biggest challenges that the research community is facing right now is to be able to organize such an ocean of devices so that the discovery of objects and services is performed efficiently and in a scalable way. Recently, several attempts have been made to apply concepts of social networking to the IoT. There are scientific evidences that a large number of individuals tied in a social network can provide far more accurate answers to complex problems than a single individual (or a small group of – even knowledgeable – individuals) [1]. The exploitation of such a principle, applied to smart objects, has been widely investigated in Internet-related researches. Indeed, several schemes have been proposed that use social networks to search Internet resources, to route traffic, or to select effective policies for content distribution. The idea that the convergence of the “Internet of Things” and the “Social Networks” worlds, which up to now were mostly kept separate by both scientific and industrial communities, is possible or even advisable is gaining momentum very quickly. This is due to the growing awareness that a “Social Internet of Things” (SIoT) paradigm carries with it many desirable implications in a future world populated by objects permeating the everyday life of human beings. Therefore, the goal of this thesis is to define a possible architecture for the SIoT, which includes the functionalities required to integrate things into a social network, and the needed strategies to help things to create their relationships in such a way that the resulting social network is navigable. Moreover, it focuses on the trustworthiness management, so that interaction among objects that are friends can be done in a more reliable way and proposes a possible implementation of a SIoT network. Since this thesis covers several aspects of the Social internet of Things, I will present the state of the art related to the specific research activities at the beginning of every Chapter. The rest of the thesis is structured as follows. In Chapter 1, I identify appropriate policies for the establishment and the management of social relationships between objects, describe a possible architecture for the IoT that includes the functionalities required to integrate things into a social network and analyze the characteristics of the SIoT network structure by means of simulations. Chapter 2 addresses the problem of the objects to manage a large number of friends, by analyzing possible strategies to drive the objects to select the appropriate links for the benefit of overall network navigability and to speed up the search of the services. In Chapter 3, I focus on the problem of understanding how the information provided by members of the social IoT has to be processed so as to build a reliable system on the basis of the behavior of the objects and define two models for trustworthiness management starting from the solutions proposed for P2P and social networks. Chapter 4 presents an implementation of a SIoT platform and its major functionalities: how to register a new social object to the platform, how the system manages the creation of new relationships, and how the devices create groups of members with similar characteristics. Finally, in Chapter 5, conclusions will be drawn regarding the effectiveness of the proposed Introduction 3 algorithms, and some possible future works will be sketche

    Analyzing and Enhancing Routing Protocols for Friend-to-Friend Overlays

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    The threat of surveillance by governmental and industrial parties is more eminent than ever. As communication moves into the digital domain, the advances in automatic assessment and interpretation of enormous amounts of data enable tracking of millions of people, recording and monitoring their private life with an unprecedented accurateness. The knowledge of such an all-encompassing loss of privacy affects the behavior of individuals, inducing various degrees of (self-)censorship and anxiety. Furthermore, the monopoly of a few large-scale organizations on digital communication enables global censorship and manipulation of public opinion. Thus, the current situation undermines the freedom of speech to a detrimental degree and threatens the foundations of modern society. Anonymous and censorship-resistant communication systems are hence of utmost importance to circumvent constant surveillance. However, existing systems are highly vulnerable to infiltration and sabotage. In particular, Sybil attacks, i.e., powerful parties inserting a large number of fake identities into the system, enable malicious parties to observe and possibly manipulate a large fraction of the communication within the system. Friend-to-friend (F2F) overlays, which restrict direct communication to parties sharing a real-world trust relationship, are a promising countermeasure to Sybil attacks, since the requirement of establishing real-world trust increases the cost of infiltration drastically. Yet, existing F2F overlays suffer from a low performance, are vulnerable to denial-of-service attacks, or fail to provide anonymity. Our first contribution in this thesis is concerned with an in-depth analysis of the concepts underlying the design of state-of-the-art F2F overlays. In the course of this analysis, we first extend the existing evaluation methods considerably, hence providing tools for both our and future research in the area of F2F overlays and distributed systems in general. Based on the novel methodology, we prove that existing approaches are inherently unable to offer acceptable delays without either requiring exhaustive maintenance costs or enabling denial-of-service attacks and de-anonymization. Consequentially, our second contribution lies in the design and evaluation of a novel concept for F2F overlays based on insights of the prior in-depth analysis. Our previous analysis has revealed that greedy embeddings allow highly efficient communication in arbitrary connectivity-restricted overlays by addressing participants through coordinates and adapting these coordinates to the overlay structure. However, greedy embeddings in their original form reveal the identity of the communicating parties and fail to provide the necessary resilience in the presence of dynamic and possibly malicious users. Therefore, we present a privacy-preserving communication protocol for greedy embeddings based on anonymous return addresses rather than identifying node coordinates. Furthermore, we enhance the communication’s robustness and attack-resistance by using multiple parallel embeddings and alternative algorithms for message delivery. We show that our approach achieves a low communication complexity. By replacing the coordinates with anonymous addresses, we furthermore provably achieve anonymity in the form of plausible deniability against an internal local adversary. Complementary, our simulation study on real-world data indicates that our approach is highly efficient and effectively mitigates the impact of failures as well as powerful denial-of-service attacks. Our fundamental results open new possibilities for anonymous and censorship-resistant applications.Die Bedrohung der Überwachung durch staatliche oder kommerzielle Stellen ist ein drängendes Problem der modernen Gesellschaft. Heutzutage findet Kommunikation vermehrt über digitale Kanäle statt. Die so verfügbaren Daten über das Kommunikationsverhalten eines Großteils der Bevölkerung in Kombination mit den Möglichkeiten im Bereich der automatisierten Verarbeitung solcher Daten erlauben das großflächige Tracking von Millionen an Personen, deren Privatleben mit noch nie da gewesener Genauigkeit aufgezeichnet und beobachtet werden kann. Das Wissen über diese allumfassende Überwachung verändert das individuelle Verhalten und führt so zu (Selbst-)zensur sowie Ängsten. Des weiteren ermöglicht die Monopolstellung einiger weniger Internetkonzernen globale Zensur und Manipulation der öffentlichen Meinung. Deshalb stellt die momentane Situation eine drastische Einschränkung der Meinungsfreiheit dar und bedroht die Grundfesten der modernen Gesellschaft. Systeme zur anonymen und zensurresistenten Kommunikation sind daher von ungemeiner Wichtigkeit. Jedoch sind die momentanen System anfällig gegen Sabotage. Insbesondere ermöglichen es Sybil-Angriffe, bei denen ein Angreifer eine große Anzahl an gefälschten Teilnehmern in ein System einschleust und so einen großen Teil der Kommunikation kontrolliert, Kommunikation innerhalb eines solchen Systems zu beobachten und zu manipulieren. F2F Overlays dagegen erlauben nur direkte Kommunikation zwischen Teilnehmern, die eine Vertrauensbeziehung in der realen Welt teilen. Dadurch erschweren F2F Overlays das Eindringen von Angreifern in das System entscheidend und verringern so den Einfluss von Sybil-Angriffen. Allerdings leiden die existierenden F2F Overlays an geringer Leistungsfähigkeit, Anfälligkeit gegen Denial-of-Service Angriffe oder fehlender Anonymität. Der erste Beitrag dieser Arbeit liegt daher in der fokussierten Analyse der Konzepte, die in den momentanen F2F Overlays zum Einsatz kommen. Im Zuge dieser Arbeit erweitern wir zunächst die existierenden Evaluationsmethoden entscheidend und erarbeiten so Methoden, die Grundlagen für unsere sowie zukünftige Forschung in diesem Bereich bilden. Basierend auf diesen neuen Evaluationsmethoden zeigen wir, dass die existierenden Ansätze grundlegend nicht fähig sind, akzeptable Antwortzeiten bereitzustellen ohne im Zuge dessen enorme Instandhaltungskosten oder Anfälligkeiten gegen Angriffe in Kauf zu nehmen. Folglich besteht unser zweiter Beitrag in der Entwicklung und Evaluierung eines neuen Konzeptes für F2F Overlays, basierenden auf den Erkenntnissen der vorangehenden Analyse. Insbesondere ergab sich in der vorangehenden Evaluation, dass Greedy Embeddings hoch-effiziente Kommunikation erlauben indem sie Teilnehmer durch Koordinaten adressieren und diese an die Struktur des Overlays anpassen. Jedoch sind Greedy Embeddings in ihrer ursprünglichen Form nicht auf anonyme Kommunikation mit einer dynamischen Teilnehmermengen und potentiellen Angreifern ausgelegt. Daher präsentieren wir ein Privätssphäre-schützenden Kommunikationsprotokoll für F2F Overlays, in dem die identifizierenden Koordinaten durch anonyme Adressen ersetzt werden. Des weiteren erhöhen wir die Resistenz der Kommunikation durch den Einsatz mehrerer Embeddings und alternativer Algorithmen zum Finden von Routen. Wir beweisen, dass unser Ansatz eine geringe Kommunikationskomplexität im Bezug auf die eigentliche Kommunikation sowie die Instandhaltung des Embeddings aufweist. Ferner zeigt unsere Simulationstudie, dass der Ansatz effiziente Kommunikation mit kurzen Antwortszeiten und geringer Instandhaltungskosten erreicht sowie den Einfluss von Ausfälle und Angriffe erfolgreich abschwächt. Unsere grundlegenden Ergebnisse eröffnen neue Möglichkeiten in der Entwicklung anonymer und zensurresistenter Anwendungen

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Sharing our digital aura through social and physical proximity

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.Includes bibliographical references (p. 153-160).People are quite good at establishing a social style and using it in different communications contexts, but they do less well when the communication is mediated by computer networks. It is hard to control what information is revealed and how one's digital persona will be presented or interpreted. In this thesis, we ameliorate this problem by creating a "Virtual Private Milieu", a "VPM", that allows networked devices to act on our behalf and project a "digital aura" to other people and devices around us in a manner analogous to the way humans naturally interact with one another. The dynamic aggregation of the different auras and facets that the devices expose to one another creates social spheres of interaction between sets of active devices, and consequently between people. We focus on the subset of networking that deals with proximate communication, which we dub Face-to-Face Networking (FtFN). Network interaction in this space is often analogous to human face-to-face interaction, and increasingly, our devices are being used in local situations. We describe a VPM framework, key features of which include the incorporation of trust and context parameters into the discovery and communication process, incorporation of multiple contextunique identities, and also the support for multiple degrees of security and privacy. We also present the "Social Dashboard", a readily usable control for one's aura. Finally, we review "Comm.unity", a software package that allows developers and researchers easy implementation and deployment of local and distant social applications, and present two applications developed over this platform.Nadav Aharony.S.M

    Ant Colony Algorithms for the Resolution of Semantic Searches in P2P Networks

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    Tesis por compendio[EN] The long-lasting trend in the field of computation of stress and resource distribution has found its way into computer networks via the concept of peer-to-peer (P2P) connectivity. P2P is a symmetrical model, where each network node is enabled a comparable range of capacities and resources. It stands in a stark contrast to the classical, strongly asymmetrical client-server approach. P2P, originally considered only a complimentary, server-side structure to the straightforward client-server model, has been shown to have the substantial potential on its own, with multiple, widely known benefits: good fault tolerance and recovery, satisfactory scalability and intrinsic load distribution. However, contrary to client-server, P2P networks require sophisticated solutions on all levels, ranging from network organization, to resource location and managing. In this thesis we address one of the key issues of P2P networks: performing efficient resource searches of semantic nature under realistic, dynamic conditions. There have been numerous solutions to this matter, with evolutionary, stigmergy-based, and simple computational foci, but few attempt to resolve the full range of challenges this problem entails. To name a few: real-life P2P networks are rarely static, nodes disconnect, reconnect and change their content. In addition, a trivial incorporation of semantic searches into well-known algorithms causes significant decrease in search efficiency. In our research we build a solution incrementally, starting with the classic Ant Colony System (ACS) within the Ant Colony Optimization metaheuristic (ACO). ACO is an algorithmic framework used for solving combinatorial optimization problems that fits contractually the problem very well, albeit not providing an immediate solution to any of the aforementioned problems. First, we propose an efficient ACS variant in structured (hypercube structured) P2P networks, by enabling a path-post processing algorithm, which called Tabu Route Optimization (TRO). Next, we proceed to resolve the issue of network dynamism with an ACO-compatible information diffusion approach. Consequently, we attempt to incorporate the semantic component of the searches. This initial approximation to the problem was achieved by allowing ACS to differentiate between search types with the pheromone-per-concept idea. We called the outcome of this merger Routing Concept ACS (RC-ACS). RC-ACS is a robust, static multipheromone implementation of ACS. However, we were able to conclude from it that the pheromone-per-concept approach offers only limited scalability and cannot be considered a global solution. Thus, further progress was made in this respect when we introduced to RC-ACS our novel idea: dynamic pheromone creation, which replaces the static one-to-one assignment. We called the resulting algorithm Angry Ant Framework (AAF). In AAF new pheromone levels are created as needed and during the search, rather than prior to it. The final step was to enable AAF, not only to create pheromone levels, but to reassign them to optimize the pheromone usage. The resulting algorithm is called EntropicAAF and it has been evaluated as one of the top-performing algorithms for P2P semantic searches under all conditions.[ES] La popular tendencia de distribución de carga y recursos en el ámbito de la computación se ha transmitido a las redes computacionales a través del concepto de la conectividad peer-to-peer (P2P). P2P es un modelo simétrico, en el cual a cada nodo de la red se le otorga un rango comparable de capacidades y recursos. Se trata de un fuerte contraste con el clásico y fuertemente asimétrico enfoque cliente-servidor. P2P, originalmente considerado solo como una estructura del lado del servidor complementaria al sencillo modelo cliente-servidor, ha demostrado tener un potencial considerable por sí mismo, con múltiples beneficios ampliamente conocidos: buena tolerancia a fallos y recuperación, escalabilidad satisfactoria y distribución de carga intrínseca. Sin embargo, al contrario que el modelo cliente-servidor, las redes P2P requieren de soluciones sofisticadas a todos los niveles, desde la organización de la red hasta la gestión y localización de recursos. Esta tesis aborda uno de los problemas principales de las redes P2P: la búsqueda eficiente de recursos de naturaleza semántica bajo condiciones dinámicas y realistas. Ha habido numerosas soluciones a este problema basadas en enfoques evolucionarios, estigmérgicos y simples, pero pocas han tratado de resolver el abanico completo de desafíos. En primer lugar, las redes P2P reales son raramente estáticas: los nodos se desconectan, reconectan y cambian de contenido. Además, la incorporación trivial de búsquedas semánticas en algoritmos conocidos causa un decremento significativo de la eficiencia de la búsqueda. En esta investigación se ha construido una solución de manera incremental, comenzando por el clásico Ant Colony System (ACS) basado en la metaheurística de Ant Colony Optimization (ACO). ACO es un framework algorítmico usado para búsquedas en grafos que encaja perfectamente con las condiciones del problema, aunque no provee una solución inmediata a las cuestiones mencionadas anteriormente. En primer lugar, se propone una variante eficiente de ACS para redes P2P estructuradas (con estructura de hipercubo) permitiendo el postprocesamiento de las rutas, al que hemos denominado Tabu Route Optimization (TRO). A continuación, se ha tratado de resolver el problema del dinamismo de la red mediante la difusión de la información a través de una estrategia compatible con ACO. En consecuencia, se ha tratado de incorporar el componente semántico de las búsquedas. Esta aproximación inicial al problema ha sido lograda permitiendo al ACS diferenciar entre tipos de búsquedas através de la idea de pheromone-per-concept. El resultado de esta fusión se ha denominado Routing Concept ACS (RC-ACS). RC-ACS es una implementación multiferomona estática y robusta de ACS. Sin embargo, a partir de esta implementación se ha podido concluir que el enfoque pheromone-per-concept ofrece solo escalabilidad limitada y que no puede ser considerado una solución global. Por lo tanto, para lograr una mejora a este respecto, se ha introducido al RC-ACS una novedosa idea: la creación dinámica de feromonas, que reemplaza la asignación estática uno a uno. En el algoritmo resultante, al que hemos denominado Angry Ant Framework (AAF), los nuevos niveles de feromona se crean conforme se necesitan y durante la búsqueda, en lugar de crearse antes de la misma. La mejora final se ha obtenido al permitir al AAF no solo crear niveles de feromona, sino también reasignarlos para optimizar el uso de la misma. El algoritmo resultante se denomina EntropicAAF y ha sido evaluado como uno de los algoritmos más exitosos para las búsquedas semánticas P2P bajo todas las condiciones.[CA] La popular tendència de distribuir càrrega i recursos en el camp de la computació s'ha estès cap a les xarxes d'ordinadors a través del concepte de connexions d'igual a igual (de l'anglès, peer to peer o P2P). P2P és un model simètric on cada node de la xarxa disposa del mateix nombre de capacitats i recursos. P2P, considerat originàriament només una estructura situada al servidor complementària al model client-servidor simple, ha provat tindre el suficient potencial per ella mateixa, amb múltiples beneficis ben coneguts: una bona tolerància a errades i recuperació, una satisfactòria escalabilitat i una intrínseca distribució de càrrega. No obstant, contràriament al client-servidor, les xarxes P2P requereixen solucions sofisticades a tots els nivells, que varien des de l'organització de la xarxa a la localització de recursos i la seua gestió. En aquesta tesi s'adreça un dels problemes clau de les xarxes P2P: ser capaç de realitzar eficientment cerques de recursos de naturalesa semàntica sota condicions realistes i dinàmiques. Existeixen nombroses solucions a aquest tema basades en la computació simple, evolutiva i també basades en l'estimèrgia (de l'anglès, stigmergy), però pocs esforços s'han realitzat per intentar resoldre l'ampli conjunt de reptes existent. En primer lloc, les xarxes P2P reals són rarament estàtiques: els nodes es connecten, desconnecten i canvien els seus continguts. A més a més, la incorporació trivial de cerques semàntiques als algorismes existents causa una disminució significant de l'eficiència de la cerca. En aquesta recerca s'ha construït una solució incremental, començant pel sistema clàssic de colònia de formigues (de l'anglés, Ant Colony System o ACS) dins de la metaheurística d'optimització de colònies de formigues (de l'anglès, Ant Colony Optimization o ACO). ACO és un entorn algorísmic utilitzat per cercar en grafs i que aborda el problema de forma satisfactòria, tot i que no proveeix d'una solució immediata a cap dels problemes anteriorment mencionats. Primer, s'ha proposat una variant eficient d'ACS en xarxes P2P estructurades (en forma d'hipercub) a través d'un algorisme de processament post-camí el qual s'ha anomenat en anglès Tabu Route Optimization (TRO). A continuació, s'ha procedit a resoldre el problema del dinamisme de les xarxes amb un enfocament de difusió d'informació compatible amb ACO. Com a conseqüència, s'ha intentat incorporar la component semàntica de les cerques. Aquest enfocament inicial al problema s'ha realitzat permetent a ACS diferenciar entre tipus de cerques amb la idea de ''feromona per concepte'', i s'ha anomenat a aquest producte Routing Concept ACS o RC-ACS. RC-ACS és una implementació multi-feromona robusta i estàtica d'ACS. No obstant, s'ha pogut concloure que l'enfocament de feromona per concepte ofereix només una escalabilitat limitada i no pot ser considerada una solució global. En aquest respecte s'ha realitzat progrés posteriorment introduint una nova idea a RC-ACS: la creació dinàmica de feromones, la qual reemplaça a l'assignació un a un de les mateixes. A l'algorisme resultant se l'ha anomenat en anglès Angry Ant Framework (AAF). En AAF es creen nous nivells de feromones a mesura que es necessiten durant la cerca, i no abans d'aquesta. El progrés final s'ha aconseguit quan s'ha permès a AAF, no sols crear nivells de feromones, sinó reassignar-los per optimitzar la utilització de feromones. L'algorisme resultant s'ha anomenat EntropicAAF i ha sigut avaluat com un dels algorismes per a cerques semàntiques P2P amb millors prestacions.Krynicki, KK. (2016). Ant Colony Algorithms for the Resolution of Semantic Searches in P2P Networks [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/61293TESISPremios Extraordinarios de tesis doctoralesCompendi

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    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

    Ubiquitous Computing

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    The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications
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