8 research outputs found

    Evaluation of Simulation Engines for Crowdsensing Activities

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    The goal of this paper is to analyze existing simulation engines and assess how well-suited they are for simulating the formation, existence and dissolution of dynamic social networks, with a special emphasis on networks formed around crowdsensing efforts. The crowd in this context is a loosely-coupled social network of people, who use their mobile devices to collect and share data and receive some sort of service or satisfaction in return. Often it is hard to predict whether users would like a certain future crowdsensing application, therefore it is necessary to simulate the expected behavior of the crowd in a pre-specified simulation environment. This paper proposes an urban parking scenario, in which the drivers collect and share parking related events. The main part of this research is the analysis of three simulation engines, which will show which is the best suited for simulating dynamic social networks formed around crowdsensing efforts. The results will show that there are generic simulation environments capable of simulating large crowds, which also possess suitable visualization tools and integration with geospatial data

    CrowdSenSim: a Simulation Platform for Mobile Crowdsensing in Realistic Urban Environments

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    Smart cities take advantage of recent ICT developments to provide added value to existing public services and improve quality of life for the citizens. The Internet of Things (IoT) paradigm makes the Internet more pervasive where objects equipped with computing, storage and sensing capabilities are interconnected with communication technologies. Because of the widespread diffusion of IoT devices, applying the IoT paradigm to smart cities is an excellent solution to build sustainable Information and Communication Technology (ICT) platforms. Having citizens involved in the process through mobile crowdsensing (MCS) techniques augments capabilities of these ICT platforms without additional costs. For proper operation, MCS systems require the contribution from a large number of participants. Simulations are therefore a candidate tool to assess the performance of MCS systems. In this paper, we illustrate the design of CrowdSenSim, a simulator for mobile crowdsensing. CrowdSenSim is designed specifically for realistic urban environments and smart cities services. We demonstrate the effectiveness of CrowdSenSim for the most popular MCS sensing paradigms (participatory and opportunistic) and we present its applicability using a smart public street lighting scenario

    Diseño de una arquitectura servidora para la gestión de soluciones basadas en Crowdsensing

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    [EN] The monitoring of noise pollution has become an essential requirement for industrialized and developed countries around the world. The traditional way to measure noise pollution is through the use of professional sound level meters, which are expensive and large-sized. Currently, with the emergence of smart mobile devices that are endowed with multiple sensors, a new paradigm has emerged, called crowdsensing, which takes advantage of the ability to detect mobile crowds, becoming a popular field of research and applications. In this work we propose GRCSensing, an environmental monitoring system based on crowdsensing that is able to measure noise pollution. GRCSensing consists of a life cycle of four stages, that is, (i) task creation, (ii) task assignment, (iii) task execution, and (iv) visualization of acoustic contamination information of a specific area in real time. To this aim, the system has been developed with the following resources: a web server that hosts the web platform, and that allows the creation of tasks and visualization of noise pollution levels, as well as mobile devices with Android OS for the collection of environmental noise data. By combining all the aforementioned devices, the transmission and capture of environmental noise data becomes possible. This results in an information system that helps at studying noise pollution in a specific region in a simple and inexpensive way.En este proyecto se propone el diseño de una arquitectura centrada en el lado del servidor que permita gestionar aplicaciones basadas en Crowdsensing. Concretamente, se diseñará la estructura de la base de datos y la interfaz gráfica que permita al gestor del sistema planificar tareas de Crowdsensing de manera rápida e intuitiva, así como procesar y visualizar los datos resultantes de dicho proyecto. Igualmente el proyecto tratará de solucionar de manera eficiente la distribución de las tareas creadas a los diferentes usuarios de la aplicación, así como la recolección de datos asociados a dichas tareas.Vera Burgos, EP. (2017). Diseño de una arquitectura servidora para la gestión de soluciones basadas en Crowdsensing. http://hdl.handle.net/10251/94307TFG

    Proximity as a Service via Cellular Network-Assisted Mobile Device-to-Device

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    PhD ThesisThe research progress of communication has brought a lot of novel technologies to meet the multi-dimensional demands such as pervasive connection, low delay and high bandwidth. Device-to-Device (D2D) communication is a way to no longer treat the User Equipment (UEs) as a terminal, but rather as a part of the network for service provisioning. This thesis decouples UEs into service providers (helpers) and service requesters. By collaboration among proximal devices, with the coordination of cellular networks, some local tasks can be achieved, such as coverage extension, computation o oading, mobile crowdsourcing and mobile crowdsensing. This thesis proposes a generic framework Proximity as a Service (PaaS) for increasing the coverage with demands of service continuity. As one of the use cases, the optimal helper selection algorithm of PaaS for increasing the service coverage with demands of service continuity is called ContAct based Proximity (CAP). Mainly, fruitful contact information (e.g., contact duration, frequency, and interval) is captured, and is used to handle ubiquitous proximal services through the optimal selection of helpers. The nature of PaaS is evaluated under the Helsinki city scenario, with movement model of Points Of Interest (POI) and with critical factors in uencing the service demands (e.g., success ratio, disruption duration and frequency). Simulation results show the advantage of CAP, in both success ratio and continuity of the service (outputs). Based on this perspective, metrics such as service success ratio and continuity as a service evaluation of the PaaS are evaluated using the statistical theory of the Design Of Experiments (DOE). DOE is used as there are many dimensions to the state space (access tolerance, selected helper number, helper access limit, and transmit range) that can in uence the results. A key contribution of this work is that it brings rigorous statistical experiment design methods into the research into mobile computing. Results further reveal the influence of four factors (inputs), e.g., service tolerance, number of helpers allocated, the number of concurrent devices supported by each helper and transmit range. Based on this perspective, metrics such as service success ratio and continuity are evaluated using DOE. The results show that transmit range is the most dominant factor. The number of selected helpers is the second most dominant factor. Since di erent factors have di erent regression levels, a uni ed 4 level full factorial experiment and a cubic multiple regression analysis have been carried out. All the interactions and the corresponding coe cients have been found. This work is the rst one to evaluate LTE-Direct and WiFi-Direct in an opportunistic proximity service. The contribution of the results for industry is to guide how many users need to cooperate to enable mobile computing and for academia. This reveals the facts that: 1, in some cases, the improvement of spectrum e ciency brought by D2D is not important; 2, nodal density and the resources used in D2D air-interfaces are important in the eld of mobile computing. This work built a methodology to study the D2D networks with a di erent perspective (PaaS)

    Spatial and Temporal Sentiment Analysis of Twitter data

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    The public have used Twitter world wide for expressing opinions. This study focuses on spatio-temporal variation of georeferenced Tweets’ sentiment polarity, with a view to understanding how opinions evolve on Twitter over space and time and across communities of users. More specifically, the question this study tested is whether sentiment polarity on Twitter exhibits specific time-location patterns. The aim of the study is to investigate the spatial and temporal distribution of georeferenced Twitter sentiment polarity within the area of 1 km buffer around the Curtin Bentley campus boundary in Perth, Western Australia. Tweets posted in campus were assigned into six spatial zones and four time zones. A sentiment analysis was then conducted for each zone using the sentiment analyser tool in the Starlight Visual Information System software. The Feature Manipulation Engine was employed to convert non-spatial files into spatial and temporal feature class. The spatial and temporal distribution of Twitter sentiment polarity patterns over space and time was mapped using Geographic Information Systems (GIS). Some interesting results were identified. For example, the highest percentage of positive Tweets occurred in the social science area, while science and engineering and dormitory areas had the highest percentage of negative postings. The number of negative Tweets increases in the library and science and engineering areas as the end of the semester approaches, reaching a peak around an exam period, while the percentage of negative Tweets drops at the end of the semester in the entertainment and sport and dormitory area. This study will provide some insights into understanding students and staff ’s sentiment variation on Twitter, which could be useful for university teaching and learning management

    European Handbook of Crowdsourced Geographic Information

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    This book focuses on the study of the remarkable new source of geographic information that has become available in the form of user-generated content accessible over the Internet through mobile and Web applications. The exploitation, integration and application of these sources, termed volunteered geographic information (VGI) or crowdsourced geographic information (CGI), offer scientists an unprecedented opportunity to conduct research on a variety of topics at multiple scales and for diversified objectives. The Handbook is organized in five parts, addressing the fundamental questions: What motivates citizens to provide such information in the public domain, and what factors govern/predict its validity?What methods might be used to validate such information? Can VGI be framed within the larger domain of sensor networks, in which inert and static sensors are replaced or combined by intelligent and mobile humans equipped with sensing devices? What limitations are imposed on VGI by differential access to broadband Internet, mobile phones, and other communication technologies, and by concerns over privacy? How do VGI and crowdsourcing enable innovation applications to benefit human society? Chapters examine how crowdsourcing techniques and methods, and the VGI phenomenon, have motivated a multidisciplinary research community to identify both fields of applications and quality criteria depending on the use of VGI. Besides harvesting tools and storage of these data, research has paid remarkable attention to these information resources, in an age when information and participation is one of the most important drivers of development. The collection opens questions and points to new research directions in addition to the findings that each of the authors demonstrates. Despite rapid progress in VGI research, this Handbook also shows that there are technical, social, political and methodological challenges that require further studies and research

    Energy-efficient Communications in Cloud, Mobile Cloud and Fog Computing

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    This thesis studies the problem of energy efficiency of communications in distributed computing paradigms, including cloud computing, mobile cloud computing and fog/edge computing. Distributed computing paradigms have significantly changed the way of doing business. With cloud computing, companies and end users can access the vast majority services online through a virtualized environment in a pay-as-you-go basis. %Three are the main services typically consumed by cloud users are Infrastructure as a Service (IaaS), Platform as a Service (PaaS) and Software as a Service (SaaS). Mobile cloud and fog/edge computing are the natural extension of the cloud computing paradigm for mobile and Internet of Things (IoT) devices. Based on offloading, the process of outsourcing computing tasks from mobile devices to the cloud, mobile cloud and fog/edge computing paradigms have become popular techniques to augment the capabilities of the mobile devices and to reduce their battery drain. Being equipped with a number of sensors, the proliferation of mobile and IoT devices has given rise to a new cloud-based paradigm for collecting data, which is called mobile crowdsensing as for proper operation it requires a large number of participants. A plethora of communication technologies is applicable to distributing computing paradigms. For example, cloud data centers typically implement wired technologies while mobile cloud and fog/edge environments exploit wireless technologies such as 3G/4G, WiFi and Bluetooth. Communication technologies directly impact the performance and the energy drain of the system. This Ph.D. thesis analyzes from a global perspective the efficiency in using energy of communications systems in distributed computing paradigms. In particular, the following contributions are proposed: - A new framework of performance metrics for communication systems of cloud computing data centers. The proposed framework allows a fine-grain analysis and comparison of communication systems, processes, and protocols, defining their influence on the performance of cloud applications. - A novel model for the problem of computation offloading, which describes the workflow of mobile applications through a new Directed Acyclic Graph (DAG) technique. This methodology is suitable for IoT devices working in fog computing environments and was used to design an Android application, called TreeGlass, which performs recognition of trees using Google Glass. TreeGlass is evaluated experimentally in different offloading scenarios by measuring battery drain and time of execution as key performance indicators. - In mobile crowdsensing systems, novel performance metrics and a new framework for data acquisition, which exploits a new policy for user recruitment. Performance of the framework are validated through CrowdSenSim, which is a new simulator designed for mobile crowdsensing activities in large scale urban scenarios

    European Handbook of Crowdsourced Geographic Information

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    "This book focuses on the study of the remarkable new source of geographic information that has become available in the form of user-generated content accessible over the Internet through mobile and Web applications. The exploitation, integration and application of these sources, termed volunteered geographic information (VGI) or crowdsourced geographic information (CGI), offer scientists an unprecedented opportunity to conduct research on a variety of topics at multiple scales and for diversified objectives. The Handbook is organized in five parts, addressing the fundamental questions: What motivates citizens to provide such information in the public domain, and what factors govern/predict its validity?What methods might be used to validate such information? Can VGI be framed within the larger domain of sensor networks, in which inert and static sensors are replaced or combined by intelligent and mobile humans equipped with sensing devices? What limitations are imposed on VGI by differential access to broadband Internet, mobile phones, and other communication technologies, and by concerns over privacy? How do VGI and crowdsourcing enable innovation applications to benefit human society? Chapters examine how crowdsourcing techniques and methods, and the VGI phenomenon, have motivated a multidisciplinary research community to identify both fields of applications and quality criteria depending on the use of VGI. Besides harvesting tools and storage of these data, research has paid remarkable attention to these information resources, in an age when information and participation is one of the most important drivers of development. The collection opens questions and points to new research directions in addition to the findings that each of the authors demonstrates. Despite rapid progress in VGI research, this Handbook also shows that there are technical, social, political and methodological challenges that require further studies and research.
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