364 research outputs found

    The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions

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    The Metaverse offers a second world beyond reality, where boundaries are non-existent, and possibilities are endless through engagement and immersive experiences using the virtual reality (VR) technology. Many disciplines can benefit from the advancement of the Metaverse when accurately developed, including the fields of technology, gaming, education, art, and culture. Nevertheless, developing the Metaverse environment to its full potential is an ambiguous task that needs proper guidance and directions. Existing surveys on the Metaverse focus only on a specific aspect and discipline of the Metaverse and lack a holistic view of the entire process. To this end, a more holistic, multi-disciplinary, in-depth, and academic and industry-oriented review is required to provide a thorough study of the Metaverse development pipeline. To address these issues, we present in this survey a novel multi-layered pipeline ecosystem composed of (1) the Metaverse computing, networking, communications and hardware infrastructure, (2) environment digitization, and (3) user interactions. For every layer, we discuss the components that detail the steps of its development. Also, for each of these components, we examine the impact of a set of enabling technologies and empowering domains (e.g., Artificial Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on its advancement. In addition, we explain the importance of these technologies to support decentralization, interoperability, user experiences, interactions, and monetization. Our presented study highlights the existing challenges for each component, followed by research directions and potential solutions. To the best of our knowledge, this survey is the most comprehensive and allows users, scholars, and entrepreneurs to get an in-depth understanding of the Metaverse ecosystem to find their opportunities and potentials for contribution

    The Challenges with Internet of Things for Business

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    9 pages, 42 referencesMany companies consider IoT as a central element for increasing competitiveness. Despite the growing number of cyberattacks on IoT devices and the importance of IoT security, no study has yet primarily focused on the impact of IoT security measures on the security challenges. This paper presents a review of the current state of security of IoT in companies that produce IoT products and have begun a transformation towards the digitalization of their products and the associated production processes. The analysis of challenges in IoT security was conducted based on the review of resources and reports on IoT security, while mapping the relevant solutions/measures for strengthening security to the existing challenges. This mapping assists stakeholders in understanding the IoT security initiatives regarding their business needs and issues. Based on the analysis, we conclude that almost all companies have an understanding of basic security measures as encryption, but do not understand threat surface and not aware of advanced methods of protecting data and devices. The analysis shows that most companies do not have internal experts in IoT security and prefer to outsource security operations to security providers

    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

    Cyber security threats and challenges in collaborative mixed-reality

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    Collaborative Mixed-Reality (CMR) applications are gaining interest in a wide range of areas including games, social interaction, design and health-care. To date, the vast majority of published work has focused on display technology advancements, software, collaboration architectures and applications. However, the potential security concerns that affect collaborative platforms have received limited research attention. In this position paper, we investigate the challenges posed by cyber-security threats to CMR systems. We focus on how typical network architectures facilitating CMR and how their vulnerabilities can be exploited by attackers, and discuss the degree of potential social, monetary impacts, psychological and other harms that may result from such exploits. The main purpose of this paper is to provoke a discussion on CMR security concerns. We highlight insights from a cyber-security threat modelling perspective and also propose potential directions for research and development toward better mitigation strategies. We present a simple, systematic approach to understanding a CMR attack surface through an abstraction-based reasoning framework to identify potential attack vectors. Using this framework, security analysts, engineers, designers and users alike (stakeholders) can identify potential Indicators of Exposures (IoE) and Indicators of Compromise (IoC). Our framework allows stakeholders to reduce their CMR attack surface as well understand how Intrusion Detection System (IDS) approaches can be adopted for CMR systems. To demonstrate the validity to our framework, we illustrate several CMR attack surfaces through a set of use-cases. Finally, we also present a discussion on future directions this line of research should take

    Blockchain-based Digital Twins:Research Trends, Issues, and Future Challenges

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    Industrial processes rely on sensory data for decision-making processes, risk assessment, and performance evaluation. Extracting actionable insights from the collected data calls for an infrastructure that can ensure the dissemination of trustworthy data. For the physical data to be trustworthy, it needs to be cross validated through multiple sensor sources with overlapping fields of view. Cross-validated data can then be stored on the blockchain, to maintain its integrity and trustworthiness. Once trustworthy data is recorded on the blockchain, product lifecycle events can be fed into data-driven systems for process monitoring, diagnostics, and optimized control. In this regard, digital twins (DTs) can be leveraged to draw intelligent conclusions from data by identifying the faults and recommending precautionary measures ahead of critical events. Empowering DTs with blockchain in industrial use cases targets key challenges of disparate data repositories, untrustworthy data dissemination, and the need for predictive maintenance. In this survey, while highlighting the key benefits of using blockchain-based DTs, we present a comprehensive review of the state-of-the-art research results for blockchain-based DTs. Based on the current research trends, we discuss a trustworthy blockchain-based DTs framework. We also highlight the role of artificial intelligence in blockchain-based DTs. Furthermore, we discuss the current and future research and deployment challenges of blockchain-supported DTs that require further investigation.</p

    A DEVSECOPS APPROACH FOR DEVELOPING AND DEPLOYING CONTAINERIZED CLOUD-BASED SOFTWARE ON SUBMARINES

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    There are unique challenges for using secure cloud services in disconnected resource-constrained environments and with controlled data. To address those challenges, this thesis introduces a tactical-edge platform-as-a-service (PaaS) solution with a declarative-delivery method for submarine Consolidated Afloat Network Enterprise Services (CANES) operating systems. The PaaS is adapted from the Department of Defense’s Big Bang core elements for submarine-focused outcomes. Using the Team Submarine Project Blue initiative as a case study, this thesis consists of a feasibility study for running containerized applications on different submarine-compatible baselines and applying a prototype declarative software-delivery method called ZARF. We demonstrated the feasibility of using ZARF for packaging and automated deployment of the Project Blue PaaS and its software to the submarine CANES infrastructure. This research culminated in successful integration tests on a current and future submarine hardware and software baseline. The thesis documents the execution of the research, lessons learned, and recommendations for the Navy’s path forward for development of secure software and declarative deployment in air-gapped environments.Outstanding ThesisLieutenant, United States NavyApproved for public release. Distribution is unlimited

    Smart contract and web dapp for tracing sustainability indicators in the textile and clothing value chain

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    Mestrado em Engenharia Informática na Escola Superior de Tecnologia e Gestão do Instituto Politécnico de Viana do CasteloNa sociedade atual, o têxtil e vestuário é um dos maiores setores de mercado do mundo. O rápido crescimento desta indústria está a ter impactos sem precedentes na sustentabilidade do planeta, respondendo por consequências negativas ambientais, sociais e de saúde. As tendências da fast-fashion, juntamente com a falta de transparência na cadeia de valor têxtil global, somam-se a cenários desfavoráveis para o mundo, à medida que os níveis crescentes de poluição e consumo de recursos dentro da cadeia de valor atingem máximos históricos a cada ano que passa. O ciclo de vida de uma peça de roupa precisa de se adaptar a um modelo económico regenerativo em vez de linear, que acaba no equivalente a um caminhão de lixo de produtos têxteis sendo descartado num aterro sanitário a cada segundo [1]. Não só as indústrias precisam de reformular os seus processos para circularizar as suas cadeias de valor e promover ações sustentáveis, mas também os consumidores precisam de participar do processo de manter os produtos no círculo da cadeia de valor, pois cabe a eles decidir o destino final de um produto vestuário aquando o seu fim da vida útil. Com estas questões em mente, esta dissertação visa desenvolver duas soluções que possam mitigar os problemas a cima mencionados e promover ações sustentáveis rumo a uma economia circular na cadeia de valor do têxtil e vestuário. Uma solução business-to-business baseada em smart contracts do Hyperledger Fabric para gerir a cadeia de valor do têxtil e vestuário com funcionalidade de rastreabilidade foi desenvolvida como prova de conceito para apoiar as reivindicações de sustentabilidade dos participantes na cadeia de valor, da fibra à peça final de vestuário. A actual funcionabilidade de rastreabilidade desenvolvida no smart contract fornece aos operadores da cadeia de valor a capacidade de rastrear um lote até à sua origem, contudo, também limita a escalabilidade devido ao aumento exponencial do tamanho do bloco, especialmente se considerarmos uma cadeia de valor circular. Para os consumidores, foi proposta uma aplicação descentralizada business-to-consumer-to-consumer com elementos de eco-gamificação para promover o envolvimento e motivação do utilizador para a realização de tarefas que contribuam para a adoção de uma economia circular na cadeia de valor do têxtil e vestuário. Após testar a usabilidade da aplicação com o questionário AttrakDiff, concluiu-se que o sistema precisa de focar a sua usabilidade em prol de um produto orientado à tarefa em vez da orientação pessoal atual da aplicação a fim de promover ações que contribuam para a economia circular da cadeia de valor do têxtil e vestuário.In today’s society, Textile and Clothing (T&C) is one of the biggest market sectors world wide.The sheer size and fast growth of this industry is having unprecedented impacts on sustainability, accounting for negative environmental, social and health consequences. The fast-fashion trends along side the lack of transparency in the global T&C value chain add up to unfavorable scenarios for the world as the increas- ing levels of pollution and resource consumption within the value chain reach historic highs with every year that passes. The lifecycle of a clothing item needs to adapt to a regenerative economic model instead of a linear one that ends up in the equivalent of a garbage truck full of textiles being disposed into a landfill every second [1]. Not only do the industries need to revamp their processes to circularize their value chains and promote sustainable actions, but the consumers also need to partake in the process of keeping the products in the value chain loop as it is up to them to make the final decision upon the end-of-life of an item of clothing. With these issues in mind,this dissertation aims to develop two solutions that can mitigate the aforementioned problems and promote sustainable actions towards a circular economy in the T&C value chain. A Proof-of-Concept (PoC) Business-to-Business (B2B) T&C value chainmanagement smart contract solution builton Hyperledger Fabric with traceability features was developed to support the sustainability claims of participants in the value chain, from fiber to garment. The current traceability feature developed into the smart contract provides value chain operators the capabilities to trace a batch back to its origin, however, it also constraints scalability due to the exponential in crease in block size specially if considering a circular value chain. For the consumers, a Business-to-Consumer-to-Consumer (B2C2C) Decentralized Application (DApp) was proposed with eco-gamification elements fo rpromoting the user’s engagement and motivation to complete tasks that contribute for the adoption of a circular economy in the T&C value chain. After testing the consumer DApp’s usability with the AttrakDiff survey, it was concluded that the system needs to focus it susability towards a task-oriented product instead of the current self-oriented results in order to promote actions that contribute to the circular economy of the T&C value chain
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