1,108 research outputs found

    Peer-to-Peer Networks and Computation: Current Trends and Future Perspectives

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    This research papers examines the state-of-the-art in the area of P2P networks/computation. It attempts to identify the challenges that confront the community of P2P researchers and developers, which need to be addressed before the potential of P2P-based systems, can be effectively realized beyond content distribution and file-sharing applications to build real-world, intelligent and commercial software systems. Future perspectives and some thoughts on the evolution of P2P-based systems are also provided

    Prediction, Recommendation and Group Analytics Models in the domain of Mashup Services and Cyber-Argumentation Platform

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    Mashup application development is becoming a widespread software development practice due to its appeal for a shorter application development period. Application developers usually use web APIs from different sources to create a new streamlined service and provide various features to end-users. This kind of practice saves time, ensures reliability, accuracy, and security in the developed applications. Mashup application developers integrate these available APIs into their applications. Still, they have to go through thousands of available web APIs and chose only a few appropriate ones for their application. Recommending relevant web APIs might help application developers in this situation. However, very low API invocation from mashup applications creates a sparse mashup-web API dataset for the recommendation models to learn about the mashups and their web API invocation pattern. One research aims to analyze these mashup-specific critical issues, look for supplemental information in the mashup domain, and develop web API recommendation models for mashup applications. The developed recommendation model generates useful and accurate web APIs to reduce the impact of low API invocations in mashup application development. Cyber-Argumentation platform also faces a similarly challenging issue. In large-scale cyber argumentation platforms, participants express their opinions, engage with one another, and respond to feedback and criticism from others in discussing important issues online. Argumentation analysis tools capture the collective intelligence of the participants and reveal hidden insights from the underlying discussions. However, such analysis requires that the issues have been thoroughly discussed and participant’s opinions are clearly expressed and understood. Participants typically focus only on a few ideas and leave others unacknowledged and underdiscussed. This generates a limited dataset to work with, resulting in an incomplete analysis of issues in the discussion. One solution to this problem would be to develop an opinion prediction model for cyber-argumentation. This model would predict participant’s opinions on different ideas that they have not explicitly engaged. In cyber-argumentation, individuals interact with each other without any group coordination. However, the implicit group interaction can impact the participating user\u27s opinion, attitude, and discussion outcome. One of the objectives of this research work is to analyze different group analytics in the cyber-argumentation environment. The objective is to design an experiment to inspect whether the critical concepts of the Social Identity Model of Deindividuation Effects (SIDE) are valid in our argumentation platform. This experiment can help us understand whether anonymity and group sense impact user\u27s behavior in our platform. Another section is about developing group interaction models to help us understand different aspects of group interactions in the cyber-argumentation platform. These research works can help develop web API recommendation models tailored for mashup-specific domains and opinion prediction models for the cyber-argumentation specific area. Primarily these models utilize domain-specific knowledge and integrate them with traditional prediction and recommendation approaches. Our work on group analytic can be seen as the initial steps to understand these group interactions

    Leveraging Client Processing for Location Privacy in Mobile Local Search

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    Usage of mobile services is growing rapidly. Most Internet-based services targeted for PC based browsers now have mobile counterparts. These mobile counterparts often are enhanced when they use user\u27s location as one of the inputs. Even some PC-based services such as point of interest Search, Mapping, Airline tickets, and software download mirrors now use user\u27s location in order to enhance their services. Location-based services are exactly these, that take the user\u27s location as an input and enhance the experience based on that. With increased use of these services comes the increased risk to location privacy. The location is considered an attribute that user\u27s hold as important to their privacy. Compromise of one\u27s location, in other words, loss of location privacy can have several detrimental effects on the user ranging from trivial annoyance to unreasonable persecution. More and more companies in the Internet economy rely exclusively on the huge data sets they collect about users. The more detailed and accurate the data a company has about its users, the more valuable the company is considered. No wonder that these companies are often the same companies that offer these services for free. This gives them an opportunity to collect more accurate location information. Research community in the location privacy protection area had to reciprocate by modeling an adversary that could be the service provider itself. To further drive this point, we show that a well-equipped service provider can infer user\u27s location even if the location information is not directly available by using other information he collects about the user. There is no dearth of proposals of several protocols and algorithms that protect location privacy. A lot of these earlier proposals require a trusted third party to play as an intermediary between the service provider and the user. These protocols use anonymization and/or obfuscation techniques to protect user\u27s identity and/or location. This requirement of trusted third parties comes with its own complications and risks and makes these proposals impractical in real life scenarios. Thus it is preferable that protocols do not require a trusted third party. We look at existing proposals in the area of private information retrieval. We present a brief survey of several proposals in the literature and implement two representative algorithms. We run experiments using different sizes of databases to ascertain their practicability and performance features. We show that private information retrieval based protocols still have long ways to go before they become practical enough for local search applications. We propose location privacy preserving mechanisms that take advantage of the processing power of modern mobile devices and provide configurable levels of location privacy. We propose these techniques both in the single query scenario and multiple query scenario. In single query scenario, the user issues a query to the server and obtains the answer. In the multiple query scenario, the user keeps sending queries as she moves about in the area of interest. We show that the multiple query scenario increases the accuracy of adversary\u27s determination of user\u27s location, and hence improvements are needed to cope with this situation. So, we propose an extension of the single query scenario that addresses this riskier multiple query scenario, still maintaining the practicability and acceptable performance when implemented on a modern mobile device. Later we propose a technique based on differential privacy that is inspired by differential privacy in statistical databases. All three mechanisms proposed by us are implemented in realistic hardware or simulators, run against simulated but real life data and their characteristics ascertained to show that they are practical and ready for adaptation. This dissertation study the privacy issues for location-based services in mobile environment and proposes a set of new techniques that eliminate the need for a trusted third party by implementing efficient algorithms on modern mobile hardware

    Atomicity and non-anonymity in population-like games for the energy efficiency of hybrid-power HetNets

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    © 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.In this paper, the user–base station (BS) association problem is addressed to reduce grid consumption in heterogeneous cellular networks (HetNets) powered by hybrid energy sources (grid and renewable energy). The paper proposes a novel distributed control scheme inspired by population games and designed considering both atomicity and non-anonymity – i.e., describing the individual decisions of each agent. The controller performance is considered from an energy–efficiency perspective, which requires the guarantee of appropriate qualityof-service (QoS) levels according to renewable energy availability. The efficiency of the proposed scheme is compared with other heuristic and optimal alternatives in two simulation scenarios. Simulation results show that the proposed approach inspired by population games reduces grid consumption by 12% when compared to the traditional best-signal-level association policy.Peer ReviewedPostprint (author's final draft

    Atomicity and non-anonymity in population-like games for the energy efficiency of hybrid-power HetNets

    Get PDF
    © 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.In this paper, the user–base station (BS) association problem is addressed to reduce grid consumption in heterogeneous cellular networks (HetNets) powered by hybrid energy sources (grid and renewable energy). The paper proposes a novel distributed control scheme inspired by population games and designed considering both atomicity and non-anonymity – i.e., describing the individual decisions of each agent. The controller performance is considered from an energy–efficiency perspective, which requires the guarantee of appropriate qualityof-service (QoS) levels according to renewable energy availability. The efficiency of the proposed scheme is compared with other heuristic and optimal alternatives in two simulation scenarios. Simulation results show that the proposed approach inspired by population games reduces grid consumption by 12% when compared to the traditional best-signal-level association policy.Peer ReviewedPostprint (author's final draft
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