143 research outputs found
Digitalization of Retail Stores using Bluetooth Low Energy Beacons
This thesis explores the domains of retail stores and the Internet of Things, with a focus on Bluetooth Low Energy beacons. It investigates how one can use the technology to improve physical stores, for the benefit of both the store and the customers. It does this by going through literature and information from academia and the relevant industry. Additionally, an interview with an expert in the retail domain is conducted, and a survey consisting of a series of interviews and questionnaire with what can be considered experts in the IT domain. A prototype app called Stass is developed, the app demonstrates some of the usages of the technology and is also used for evaluating the performance of the beacons.Masteroppgave i informasjonsvitenskapINFO39
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Human Mobility Monitoring using WiFi: Analysis, Modeling, and Applications
Understanding and modeling humans and device mobility has fundamental importance in mobile computing, with implications ranging from network design and location-aware technologies to urban infrastructure planning. Today\u27s users carry a plethora of devices such as smartphones, laptops, tablets, and smartwatches, with each device offering a different set of services resulting in different usage and mobility leading to the research question of understanding and modeling multiple user device trajectories. Additionally, prior research on mobility focuses on outdoor mobility when it is known that users spend 80% of their time indoors resulting in wide gaps in knowledge in the area of indoor mobility of users and devices. Here, I try to fill the gaps in mobility modeling in the areas of understanding and modeling indoor-outdoor human mobility as well as multi-device mobility. In this thesis, I propose the characterization and modeling of human and device mobility. Further, I design and deploy mobility-aware applications for contact tracing of infectious diseases and energy-aware Heating, Ventilation, and Air Conditioning (HVAC) scheduling. I try and answer a sequence of four primary inter-related questions : (1) how is indoor and outdoor user mobility different, (2) are multiple device trajectories belonging to a single user correlated, (3) how to model indoor mobility of users and (4) how to design effective mobility aware applications that are easily deployable and align with long term goals of sustainability as well relay positive societal impact. The insights gained from each question serves as a base to build up on the next question in the series. I present answers to these questions across three main parts of my thesis. The first part comprises of characterization and analysis of human and device mobility. In this part I design and develop tool to extract device trajectories from WiFi system logs syslog and map devices to users. These extracted trajectories and device to user mapping are used to characterize and empirically analyze the mobility of users at varying spatial granularity (indoor, outdoor) and extract device mobility correlations between multiple devices of users and forms the first part of my thesis. In the second part, based on the insights gained from the multi-granular and multi-device mobility characterization stated above, I argue that mobility is inherently hierarchical in nature and propose novel indoor human mobility modeling approach. Third, I leverage the passively observed mobility to design mobility-aware applications that either look back or look ahead in time. WiFiTrace is a look back or backtracking application that is a network-centric contact tracing tool to aid healthcare workers in manual contact tracing of infectious diseases and iSchedule is a look ahead machine learning based mobility-aware energy-saving application that predicts Heating, Ventilation, and Air Conditioning (HVAC) schedule for higher energy savings while increasing user comfort
Advanced Location-Based Technologies and Services
Since the publication of the first edition in 2004, advances in mobile devices, positioning sensors, WiFi fingerprinting, and wireless communications, among others, have paved the way for developing new and advanced location-based services (LBSs). This second edition provides up-to-date information on LBSs, including WiFi fingerprinting, mobile computing, geospatial clouds, geospatial data mining, location privacy, and location-based social networking. It also includes new chapters on application areas such as LBSs for public health, indoor navigation, and advertising. In addition, the chapter on remote sensing has been revised to address advancements
Computational Analysis of Urban Places Using Mobile Crowdsensing
In cities, urban places provide a socio-cultural habitat for people to counterbalance the daily grind of urban life, an environment away from home and work. Places provide an environment for people to communicate, share perspectives, and in the process form new social connections. Due to the active role of places to the social fabric of city life, it is important to understand how people perceive and experience places. One fundamental construct that relates place and experience is ambiance, i.e., the impressions we ubiquitously form when we go out. Young people are key actors of urban life, specially at night, and as such play an equal role in co-creating and appropriating the urban space. Understanding how places and their youth inhabitants interact at night is a relevant urban issue. Until recently, our ability to assess the visual and perceptual qualities of urban spaces and to study the dynamics surrounding youth experiences in those spaces have been limited partly due to the lack of quantitative data. However, the growth of computational methods and tools including sensor-rich mobile devices, social multimedia platforms, and crowdsourcing tools have opened ways to measure urban perception at scale, and to deepen our understanding of nightlife as experienced by young people. In this thesis, as a first contribution, we present the design, implementation and computational analysis of four mobile crowdsensing studies involving youth populations from various countries to understand and infer phenomena related to urban places and people. We gathered a variety of explicit and implicit crowdsourced data including mobile sensor data and logs, survey responses, and multimedia content (images and videos) from hundreds of crowdworkers and thousands of users of mobile social networks. Second, we showed how crowdsensed images can be used for the computational characterization and analysis of urban perception in indoor and outdoor places. For both place types, urban perception impressions were elicited for several physical and psychological constructs using online crowdsourcing. Using low-level and deep learning features extracted from images, we automatically inferred crowdsourced judgments of indoor ambiance with a maximum R2 of 0.53 and outdoor perception with a maximum R2 of 0.49. Third, we demonstrated the feasibility to collect rich contextual data to study the physical mobility, activities, ambiance context, and social patterns of youth nightlife behavior. Fourth, using supervised machine learning techniques, we automatically classified drinking behavior of young people in an urban, real nightlife setting. Using features extracted from mobile sensor data and application logs, we obtained an overall accuracy of 76.7%. While this thesis contributes towards understanding urban perception and youth nightlife patterns in specific contexts, our research also contributes towards the computational understanding of urban places at scale with high spatial and temporal resolution, using a combination of mobile crowdsensing, social media, machine learning, multimedia analysis, and online crowdsourcing
Interrogating Datafication
What constitutes a data practice and how do contemporary digital media technologies reconfigure our understanding of practices in general? Autonomously acting media, distributed digital infrastructures, and sensor-based media environments challenge the conditions of accounting for data practices both theoretically and empirically. Which forms of cooperation are constituted in and by data practices? And how are human and nonhuman agencies distributed and interrelated in data-saturated environments? The volume collects theoretical, empirical, and historiographical contributions from a range of international scholars to shed light on the current shift from media to data practices
Interrogating Datafication: Towards a Praxeology of Data
What constitutes a data practice and how do contemporary digital media technologies reconfigure our understanding of practices in general? Autonomously acting media, distributed digital infrastructures, and sensor-based media environments challenge the conditions of accounting for data practices both theoretically and empirically. Which forms of cooperation are constituted in and by data practices? And how are human and nonhuman agencies distributed and interrelated in data-saturated environments? The volume collects theoretical, empirical, and historiographical contributions from a range of international scholars to shed light on the current shift from media to data practices
Research for Design of Playful Mobile Services for Social Experiences between Nearby Strangers
Having positive interpersonal interactions is a fundamental human need and source of well-being. While fulfilling this need is usually associated with strong ties, research has shown that meaningful social experiences are not limited to those. This research explores the largely untapped social potential of nearby strangers and ways that mobile services can be designed to take advantage of these social opportunities. Play and playfulness appear to be particularly worthwhile ways to achieve this end: play is meaningful in itself (i.e., does not require an external goal) and takes place outside the context of real life. In addition, playful design tends to make digital services more engaging. This research focuses on playfulness as a design quality and explores the social implications of playful mobile services for nearby strangers.
This doctoral thesis asks two research questions: What kind of social experiences emerge between nearby strangers from the use of playful mobile services? How can playful mobile services be designed to encourage social experiences between nearby strangers? The research contributes to the field of human-computer interaction and provides insights into mobile service design through six research articles. Two of the studies charted expected experiences with early-stage mobile application concepts for playful interaction between nearby strangers. One of these concepts was further developed into a fully functional mobile application, and a large-scale, in-the-wild study was arranged to explore the actual social experiences it generated. Two of the studies investigated social experiences between nearby strangers in the context of commercial mobile games. The sixth study explored the design space of playful interactions between nearby strangers through co-design workshops.
The playful mobile services investigated in this research were found to induce various behaviors that resulted in social experiences between nearby strangers. Examples of such behaviors are the active exploration of the outside world, community building, communicating and collaborating with strangers, and interacting in crowds. I found that playful and social experiences such as competition, surprise, curiosity, inspiration, and benevolence motivated individuals to use these services
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