3,068 research outputs found

    Finding the optimal social trust path for the selection of trustworthy service providers in complex social networks

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    Online Social networks have provided the infrastructure for a number of emerging applications in recent years, e.g., for the recommendation of service providers or the recommendation of files as services. In these applications, trust is one of the most important factors in decision making by a service consumer, requiring the evaluation of the trustworthiness of a service provider along the social trust paths from a service consumer to the service provider. However, there are usually many social trust paths between two participants who are unknown to one another. In addition, some social information, such as social relationships between participants and the recommendation roles of participants, has significant influence on trust evaluation but has been neglected in existing studies of online social networks. Furthermore, it is a challenging problem to search the optimal social trust path that can yield the most trustworthy evaluation result and satisfy a service consumer's trust evaluation criteria based on social information. In this paper, we first present a novel complex social network structure incorporating trust, social relationships and recommendation roles, and introduce a new concept, Quality of Trust (QoT), containing the above social information as attributes. We then model the optimal social trust path selection problem with multiple end-to-end QoT constraints as a Multiconstrained Optimal Path (MCOP) selection problem, which is shown to be NP-Complete. To deal with this challenging problem, we propose a novel Multiple Foreseen Path-Based Heuristic algorithm MFPB-HOSTP for the Optimal Social Trust Path selection, where multiple backward local social trust paths (BLPs) are identified and concatenated with one Forward Local Path (FLP), forming multiple foreseen paths. Our strategy could not only help avoid failed feasibility estimation in path selection in certain cases, but also increase the chances of delivering a near-optimal solution with high quality. The results of our experiments conducted on a real data set of online social networks illustrate that MFPB-HOSTP algorithm can efficiently identify the social trust paths with better quality than our previously proposed H-OSTP algorithm that outperforms prior algorithms for the MCOP selection problem.16 page(s

    Trust and reputation management in decentralized systems

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    In large, open and distributed systems, agents are often used to represent users and act on their behalves. Agents can provide good or bad services or act honestly or dishonestly. Trust and reputation mechanisms are used to distinguish good services from bad ones or honest agents from dishonest ones. My research is focused on trust and reputation management in decentralized systems. Compared with centralized systems, decentralized systems are more difficult and inefficient for agents to find and collect information to build trust and reputation. In this thesis, I propose a Bayesian network-based trust model. It provides a flexible way to present differentiated trust and combine different aspects of trust that can meet agents’ different needs. As a complementary element, I propose a super-agent based approach that facilitates reputation management in decentralized networks. The idea of allowing super-agents to form interest-based communities further enables flexible reputation management among groups of agents. A reward mechanism creates incentives for super-agents to contribute their resources and to be honest. As a single package, my work is able to promote effective, efficient and flexible trust and reputation management in decentralized systems

    SDSF : social-networking trust based distributed data storage and co-operative information fusion.

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    As of 2014, about 2.5 quintillion bytes of data are created each day, and 90% of the data in the world was created in the last two years alone. The storage of this data can be on external hard drives, on unused space in peer-to-peer (P2P) networks or using the more currently popular approach of storing in the Cloud. When the users store their data in the Cloud, the entire data is exposed to the administrators of the services who can view and possibly misuse the data. With the growing popularity and usage of Cloud storage services like Google Drive, Dropbox etc., the concerns of privacy and security are increasing. Searching for content or documents, from this distributed stored data, given the rate of data generation, is a big challenge. Information fusion is used to extract information based on the query of the user, and combine the data and learn useful information. This problem is challenging if the data sources are distributed and heterogeneous in nature where the trustworthiness of the documents may be varied. This thesis proposes two innovative solutions to resolve both of these problems. Firstly, to remedy the situation of security and privacy of stored data, we propose an innovative Social-based Distributed Data Storage and Trust based co-operative Information Fusion Framework (SDSF). The main objective is to create a framework that assists in providing a secure storage system while not overloading a single system using a P2P like approach. This framework allows the users to share storage resources among friends and acquaintances without compromising the security or privacy and enjoying all the benefits that the Cloud storage offers. The system fragments the data and encodes it to securely store it on the unused storage capacity of the data owner\u27s friends\u27 resources. The system thus gives a centralized control to the user over the selection of peers to store the data. Secondly, to retrieve the stored distributed data, the proposed system performs the fusion also from distributed sources. The technique uses several algorithms to ensure the correctness of the query that is used to retrieve and combine the data to improve the information fusion accuracy and efficiency for combining the heterogeneous, distributed and massive data on the Cloud for time critical operations. We demonstrate that the retrieved documents are genuine when the trust scores are also used while retrieving the data sources. The thesis makes several research contributions. First, we implement Social Storage using erasure coding. Erasure coding fragments the data, encodes it, and through introduction of redundancy resolves issues resulting from devices failures. Second, we exploit the inherent concept of trust that is embedded in social networks to determine the nodes and build a secure net-work where the fragmented data should be stored since the social network consists of a network of friends, family and acquaintances. The trust between the friends, and availability of the devices allows the user to make an informed choice about where the information should be stored using `k\u27 optimal paths. Thirdly, for the purpose of retrieval of this distributed stored data, we propose information fusion on distributed data using a combination of Enhanced N-grams (to ensure correctness of the query), Semantic Machine Learning (to extract the documents based on the context and not just bag of words and also considering the trust score) and Map Reduce (NSM) Algorithms. Lastly we evaluate the performance of distributed storage of SDSF using era- sure coding and identify the social storage providers based on trust and evaluate their trustworthiness. We also evaluate the performance of our information fusion algorithms in distributed storage systems. Thus, the system using SDSF framework, implements the beneficial features of P2P networks and Cloud storage while avoiding the pitfalls of these systems. The multi-layered encrypting ensures that all other users, including the system administrators cannot decode the stored data. The application of NSM algorithm improves the effectiveness of fusion since large number of genuine documents are retrieved for fusion

    Privacy and trustworthiness management in moving object environments

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    The use of location-based services (LBS) (e.g., Intel\u27s Thing Finder) is expanding. Besides the traditional centralized location-based services, distributed ones are also emerging due to the development of Vehicular Ad-hoc Networks (VANETs), a dynamic network which allows vehicles to communicate with one another. Due to the nature of the need of tracking users\u27 locations, LBS have raised increasing concerns on users\u27 location privacy. Although many research has been carried out for users to submit their locations anonymously, the collected anonymous location data may still be mapped to individuals when the adversary has related background knowledge. To improve location privacy, in this dissertation, the problem of anonymizing the collected location datasets is addressed so that they can be published for public use without violating any privacy concerns. Specifically, a privacy-preserving trajectory publishing algorithm is proposed that preserves high data utility rate. Moreover, the scalability issue is tackled in the case the location datasets grows gigantically due to continuous data collection as well as increase of LBS users by developing a distributed version of our trajectory publishing algorithm which leveraging the MapReduce technique. As a consequence of users being anonymous, it becomes more challenging to evaluate the trustworthiness of messages disseminated by anonymous users. Existing research efforts are mainly focused on privacy-preserving authentication of users which helps in tracing malicious vehicles only after the damage is done. However, it is still not sufficient to prevent malicious behavior from happening in the case where attackers do not care whether they are caught later on. Therefore, it would be more effective to also evaluate the content of the message. In this dissertation, a novel information-oriented trustworthiness evaluation is presented which enables each individual user to evaluate the message content and make informed decisions --Abstract, page iii

    Architectures for the Future Networks and the Next Generation Internet: A Survey

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    Networking research funding agencies in the USA, Europe, Japan, and other countries are encouraging research on revolutionary networking architectures that may or may not be bound by the restrictions of the current TCP/IP based Internet. We present a comprehensive survey of such research projects and activities. The topics covered include various testbeds for experimentations for new architectures, new security mechanisms, content delivery mechanisms, management and control frameworks, service architectures, and routing mechanisms. Delay/Disruption tolerant networks, which allow communications even when complete end-to-end path is not available, are also discussed

    A MULTI-FUNCTIONAL PROVENANCE ARCHITECTURE: CHALLENGES AND SOLUTIONS

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    In service-oriented environments, services are put together in the form of a workflow with the aim of distributed problem solving. Capturing the execution details of the services' transformations is a significant advantage of using workflows. These execution details, referred to as provenance information, are usually traced automatically and stored in provenance stores. Provenance data contains the data recorded by a workflow engine during a workflow execution. It identifies what data is passed between services, which services are involved, and how results are eventually generated for particular sets of input values. Provenance information is of great importance and has found its way through areas in computer science such as: Bioinformatics, database, social, sensor networks, etc. Current exploitation and application of provenance data is very limited as provenance systems started being developed for specific applications. Thus, applying learning and knowledge discovery methods to provenance data can provide rich and useful information on workflows and services. Therefore, in this work, the challenges with workflows and services are studied to discover the possibilities and benefits of providing solutions by using provenance data. A multifunctional architecture is presented which addresses the workflow and service issues by exploiting provenance data. These challenges include workflow composition, abstract workflow selection, refinement, evaluation, and graph model extraction. The specific contribution of the proposed architecture is its novelty in providing a basis for taking advantage of the previous execution details of services and workflows along with artificial intelligence and knowledge management techniques to resolve the major challenges regarding workflows. The presented architecture is application-independent and could be deployed in any area. The requirements for such an architecture along with its building components are discussed. Furthermore, the responsibility of the components, related works and the implementation details of the architecture along with each component are presented

    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

    RECOMMENDING SERVICES IN A DIFFERNTIATED TRUST-BASED DECENTRALIZED USER MODELING SYSTEM

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    Trust and reputation mechanisms are often used in peer-to-peer networks, multi-agent systems and online communities for trust-based interactions among the users. Trust values are used to differentiate among members of the community as well as to recommend service providers. Although different users have different needs and expectations in different aspects of the service providers, traditional trust-based models do not use trust values on neighbors for judging different aspects of service providers. In this thesis, I use multi-faceted trust models for users connected in a network who are looking for suitable service providers according to their preferences. Each user has two sets of trust values: i) trust in different aspects of the quality of service providers, ii) trust in recommendations provided for these aspects. These trust models are used in a decentralized user modeling system where agents (representing users) have different preference weights in different criteria of service providers. My approach helps agents by recommending the best possible service provider for each agent according to its preferences. The approach is evaluated by conducting simulation on both small and large social networks. The results of the experiments illustrate that agents find better matches or more suitable service providers for themselves using my trust-based recommender system without the help of any central server. To the best of my knowledge this is the first system that uses multi-faceted trust values both in the qualities of service-providers and in other users’ ability to evaluate these qualities of service providers in a decentralized user modeling system
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