2,478 research outputs found

    A Survey on Trust Computation in the Internet of Things

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    Internet of Things defines a large number of diverse entities and services which interconnect with each other and individually or cooperatively operate depending on context, conditions and environments, produce a huge personal and sensitive data. In this scenario, the satisfaction of privacy, security and trust plays a critical role in the success of the Internet of Things. Trust here can be considered as a key property to establish trustworthy and seamless connectivity among entities and to guarantee secure services and applications. The aim of this study is to provide a survey on various trust computation strategies and identify future trends in the field. We discuss trust computation methods under several aspects and provide comparison of the approaches based on trust features, performance, advantages, weaknesses and limitations of each strategy. Finally the research discuss on the gap of the trust literature and raise some research directions in trust computation in the Internet of Things

    Quality of Information in Mobile Crowdsensing: Survey and Research Challenges

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    Smartphones have become the most pervasive devices in people's lives, and are clearly transforming the way we live and perceive technology. Today's smartphones benefit from almost ubiquitous Internet connectivity and come equipped with a plethora of inexpensive yet powerful embedded sensors, such as accelerometer, gyroscope, microphone, and camera. This unique combination has enabled revolutionary applications based on the mobile crowdsensing paradigm, such as real-time road traffic monitoring, air and noise pollution, crime control, and wildlife monitoring, just to name a few. Differently from prior sensing paradigms, humans are now the primary actors of the sensing process, since they become fundamental in retrieving reliable and up-to-date information about the event being monitored. As humans may behave unreliably or maliciously, assessing and guaranteeing Quality of Information (QoI) becomes more important than ever. In this paper, we provide a new framework for defining and enforcing the QoI in mobile crowdsensing, and analyze in depth the current state-of-the-art on the topic. We also outline novel research challenges, along with possible directions of future work.Comment: To appear in ACM Transactions on Sensor Networks (TOSN

    Viewpoints on emergent semantics

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    Authors include:Philippe Cudr´e-Mauroux, and Karl Aberer (editors), Alia I. Abdelmoty, Tiziana Catarci, Ernesto Damiani, Arantxa Illaramendi, Robert Meersman, Erich J. Neuhold, Christine Parent, Kai-Uwe Sattler, Monica Scannapieco, Stefano Spaccapietra, Peter Spyns, and Guy De Tr´eWe introduce a novel view on how to deal with the problems of semantic interoperability in distributed systems. This view is based on the concept of emergent semantics, which sees both the representation of semantics and the discovery of the proper interpretation of symbols as the result of a self-organizing process performed by distributed agents exchanging symbols and having utilities dependent on the proper interpretation of the symbols. This is a complex systems perspective on the problem of dealing with semantics. We highlight some of the distinctive features of our vision and point out preliminary examples of its applicatio

    Closed-loop feedback computation model of dynamical reputation based on the local trust evaluation in business-to-consumer e-commerce

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    Trust and reputation are important factors that influence the success of both traditional transactions in physical social networks and modern e-commerce in virtual Internet environments. It is difficult to define the concept of trust and quantify it because trust has both subjective and objective characteristics at the same time. A well-reported issue with reputation management system in business-to-consumer (BtoC) e-commerce is the “all good reputation” problem. In order to deal with the confusion, a new computational model of reputation is proposed in this paper. The ratings of each customer are set as basic trust score events. In addition, the time series of massive ratings are aggregated to formulate the sellers’ local temporal trust scores by Beta distribution. A logical model of trust and reputation is established based on the analysis of the dynamical relationship between trust and reputation. As for single goods with repeat transactions, an iterative mathematical model of trust and reputation is established with a closed-loop feedback mechanism. Numerical experiments on repeated transactions recorded over a period of 24 months are performed. The experimental results show that the proposed method plays guiding roles for both theoretical research into trust and reputation and the practical design of reputation systems in BtoC e-commerce

    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

    On the integration of trust with negotiation, argumentation and semantics

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    Agreement Technologies are needed for autonomous agents to come to mutually acceptable agreements, typically on behalf of humans. These technologies include trust computing, negotiation, argumentation and semantic alignment. In this paper, we identify a number of open questions regarding the integration of computational models and tools for trust computing with negotiation, argumentation and semantic alignment. We consider these questions in general and in the context of applications in open, distributed settings such as the grid and cloud computing. © 2013 Cambridge University Press.This work was partially supported by the Agreement Technology COST action (IC0801). The authors would like to thank for helpful discussions and comments all participants in the panel on >Trust, Argumentation and Semantics> on 16 December 2009, Agia Napa, CyprusPeer Reviewe

    Proceedings of the 1st Doctoral Consortium at the European Conference on Artificial Intelligence (DC-ECAI 2020)

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    1st Doctoral Consortium at the European Conference on Artificial Intelligence (DC-ECAI 2020), 29-30 August, 2020 Santiago de Compostela, SpainThe DC-ECAI 2020 provides a unique opportunity for PhD students, who are close to finishing their doctorate research, to interact with experienced researchers in the field. Senior members of the community are assigned as mentors for each group of students based on the student’s research or similarity of research interests. The DC-ECAI 2020, which is held virtually this year, allows students from all over the world to present their research and discuss their ongoing research and career plans with their mentor, to do networking with other participants, and to receive training and mentoring about career planning and career option

    Evaluation of Trust in the Internet Of Things: Models, Mechanisms And Applications

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    In the blooming era of the Internet of Things (IoT), trust has become a vital factor for provisioning reliable smart services without human intervention by reducing risk in autonomous decision making. However, the merging of physical objects, cyber components and humans in the IoT infrastructure has introduced new concerns for the evaluation of trust. Consequently, a large number of trust-related challenges have been unsolved yet due to the ambiguity of the concept of trust and the variety of divergent trust models and management mechanisms in different IoT scenarios. In this PhD thesis, my ultimate goal is to propose an efficient and practical trust evaluation mechanisms for any two entities in the IoT. To achieve this goal, the first important objective is to augment the generic trust concept and provide a conceptual model of trust in order to come up with a comprehensive understanding of trust, influencing factors and possible Trust Indicators (TI) in the context of IoT. Following the catalyst, as the second objective, a trust model called REK comprised of the triad Reputation, Experience and Knowledge TIs is proposed which covers multi-dimensional aspects of trust by incorporating heterogeneous information from direct observation, personal experiences to global opinions. The mathematical models and evaluation mechanisms for the three TIs in the REK trust model are proposed. Knowledge TI is as “direct trust” rendering a trustor’s understanding of a trustee in respective scenarios that can be obtained based on limited available information about characteristics of the trustee, environment and the trustor’s perspective using a variety of techniques. Experience and Reputation TIs are originated from social features and extracted based on previous interactions among entities in IoT. The mathematical models and calculation mechanisms for the Experience and Reputation TIs also proposed leveraging sociological behaviours of humans in the real-world; and being inspired by the Google PageRank in the web-ranking area, respectively. The REK Trust Model is also applied in variety of IoT scenarios such as Mobile Crowd-Sensing (MCS), Car Sharing service, Data Sharing and Exchange platform in Smart Cities and in Vehicular Networks; and for empowering Blockchain-based systems. The feasibility and effectiveness of the REK model and associated evaluation mechanisms are proved not only by the theoretical analysis but also by real-world applications deployed in our ongoing TII and Wise-IoT projects
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