6,347 research outputs found

    Benefits of Location-Based Access Control:A Literature Study

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    Location-based access control (LBAC) has been suggested as a means to improve IT security. By 'grounding' users and systems to a particular location, \ud attackers supposedly have more difficulty in compromising a system. However, the motivation behind LBAC and its potential benefits have not been investigated thoroughly. To this end, we perform a structured literature review, and examine the goals that LBAC can potentially fulfill, \ud the specific LBAC systems that realize these goals and the context on which LBAC depends. Our paper has four main contributions:\ud first we propose a theoretical framework for LBAC evaluation, based on goals, systems and context. Second, we formulate and apply criteria for evaluating the usefulness of an LBAC system. Third, we identify four usage scenarios for LBAC: open areas and systems, hospitals, enterprises, and finally data centers and military facilities. Fourth, we propose directions for future research:\ud (i) assessing the tradeoffs between location-based, physical and logical access control, (ii) improving the transparency of LBAC decision making, and \ud (iii) formulating design criteria for facilities and working environments for optimal LBAC usage

    Secret charing vs. encryption-based techniques for privacy preserving data mining

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    Privacy preserving querying and data publishing has been studied in the context of statistical databases and statistical disclosure control. Recently, large-scale data collection and integration efforts increased privacy concerns which motivated data mining researchers to investigate privacy implications of data mining and how data mining can be performed without violating privacy. In this paper, we first provide an overview of privacy preserving data mining focusing on distributed data sources, then we compare two technologies used in privacy preserving data mining. The first technology is encryption based, and it is used in earlier approaches. The second technology is secret-sharing which is recently being considered as a more efficient approach

    The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence

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    Interdisciplinary collaboration, to include those who are not natural scientists, engineers and computer scientists, is inherent in the idea of ubiquitous computing, as formulated by Mark Weiser in the late 1980s and early 1990s. However, ubiquitous computing has remained largely a computer science and engineering concept, and its non-technical side remains relatively underdeveloped. The aim of the article is, first, to clarify the kind of interdisciplinary collaboration envisaged by Weiser. Second, the difficulties of understanding the everyday and weaving ubiquitous technologies into the fabric of everyday life until they are indistinguishable from it, as conceived by Weiser, are explored. The contributions of Anne Galloway, Paul Dourish and Philip Agre to creating an understanding of everyday life relevant to the development of ubiquitous computing are discussed, focusing on the notions of performative practice, embodied interaction and contextualisation. Third, it is argued that with the shift to the notion of ambient intelligence, the larger scale socio-economic and socio-political dimensions of context become more explicit, in contrast to the focus on the smaller scale anthropological study of social (mainly workplace) practices inherent in the concept of ubiquitous computing. This can be seen in the adoption of the concept of ambient intelligence within the European Union and in the focus on rebalancing (personal) privacy protection and (state) security in the wake of 11 September 2001. Fourth, the importance of adopting a futures-oriented approach to discussing the issues arising from the notions of ubiquitous computing and ambient intelligence is stressed, while the difficulty of trying to achieve societal foresight is acknowledged

    Mining large-scale human mobility data for long-term crime prediction

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    Traditional crime prediction models based on census data are limited, as they fail to capture the complexity and dynamics of human activity. With the rise of ubiquitous computing, there is the opportunity to improve such models with data that make for better proxies of human presence in cities. In this paper, we leverage large human mobility data to craft an extensive set of features for crime prediction, as informed by theories in criminology and urban studies. We employ averaging and boosting ensemble techniques from machine learning, to investigate their power in predicting yearly counts for different types of crimes occurring in New York City at census tract level. Our study shows that spatial and spatio-temporal features derived from Foursquare venues and checkins, subway rides, and taxi rides, improve the baseline models relying on census and POI data. The proposed models achieve absolute R^2 metrics of up to 65% (on a geographical out-of-sample test set) and up to 89% (on a temporal out-of-sample test set). This proves that, next to the residential population of an area, the ambient population there is strongly predictive of the area's crime levels. We deep-dive into the main crime categories, and find that the predictive gain of the human dynamics features varies across crime types: such features bring the biggest boost in case of grand larcenies, whereas assaults are already well predicted by the census features. Furthermore, we identify and discuss top predictive features for the main crime categories. These results offer valuable insights for those responsible for urban policy or law enforcement

    Situation fencing: making geo-fencing personal and dynamic

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    Geo-fencing has recently been applied to multiple applications including media recommendation, advertisements, wildlife monitoring, and recreational activities. However current geo-fencing systems work with static geographical boundaries. Situation Fencing allows for these boundaries to vary automatically based on situations derived by a combination of global and personal data streams. We present a generic approach for situation fencing, and demonstrate how it can be operationalized in practice. The results obtained in a personalized allergy alert application are encouraging and open door for building thousands of similar applications using the same framework in near future

    An Analytics Platform for Integrating and Computing Spatio-Temporal Metrics

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    In large-scale context-aware applications, a central design concern is capturing, managing and acting upon location and context data. The ability to understand the collected data and define meaningful contextual events, based on one or more incoming (contextual) data streams, both for a single and multiple users, is hereby critical for applications to exhibit location- and context-aware behaviour. In this article, we describe a context-aware, data-intensive metrics platform —focusing primarily on its geospatial support—that allows exactly this: to define and execute metrics, which capture meaningful spatio-temporal and contextual events relevant for the application realm. The platform (1) supports metrics definition and execution; (2) provides facilities for real-time, in-application actions upon metrics execution results; (3) allows post-hoc analysis and visualisation of collected data and results. It hereby offers contextual and geospatial data management and analytics as a service, and allow context-aware application developers to focus on their core application logic. We explain the core platform and its ecosystem of supporting applications and tools, elaborate the most important conceptual features, and discuss implementation realised through a distributed, micro-service based cloud architecture. Finally, we highlight possible application fields, and present a real-world case study in the realm of psychological health

    Surveying human habit modeling and mining techniques in smart spaces

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    A smart space is an environment, mainly equipped with Internet-of-Things (IoT) technologies, able to provide services to humans, helping them to perform daily tasks by monitoring the space and autonomously executing actions, giving suggestions and sending alarms. Approaches suggested in the literature may differ in terms of required facilities, possible applications, amount of human intervention required, ability to support multiple users at the same time adapting to changing needs. In this paper, we propose a Systematic Literature Review (SLR) that classifies most influential approaches in the area of smart spaces according to a set of dimensions identified by answering a set of research questions. These dimensions allow to choose a specific method or approach according to available sensors, amount of labeled data, need for visual analysis, requirements in terms of enactment and decision-making on the environment. Additionally, the paper identifies a set of challenges to be addressed by future research in the field

    Distributed Support for Intelligent Environments

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    This thesis describes research on methods for Ubiquitous/Pervasive Computing to better suit users in an Intelligent Environment. The approach is to create and equip a computing environment, such as our Active Office, with technologies that can identify user needs and meet these need in a timely, efficient and unobtrusive manner.¶ The critical issues in the Intelligent Environment are how to enable transparent, distributed computing to allow continued operation across changing circumstances and how to exploit the changing environment so that it is aware of the context of user location, the collection of nearby people and objects, accessible devices and changes to those objects over time.¶ Since the Intelligent Environment is an environment with rapid and rich computing processing, the distributed context processing architecture (DiCPA) was developed to manage and respond to rapidly changing aggregation of sensor data. This architecture is a scalable distributed context processing architecture that provides: 1. continued operation across changing circumstances for users, 2. the collection of nearby people and objects, 3. accessible devices and 4. the changes to those objects over time in the environment. The DiCPA approach focuses on how the Intelligent Environment provides context information for user location, user mobility and the user activity model. Users are assumed mobile within the Intelligent Environment and can rapidly change their access to relevant information and the availability of communications and computational resources.¶ Context-Aware Computing is a new approach in software engineering for Intelligent Environment. ..

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework
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