32 research outputs found

    Pervasive Gaming: Testing Future Context Aware Applications

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    More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.pervasive games, content production, game design, geolocalised technologies.

    Towards Privacy Managment of Information Systems

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    This masters thesis provides insight into the concept of privacy. It argues why privacy is important, and why developers and system owners should keep privacy in mind when developing and maintaining systems containing personal information. Following this, a strategy for evaluating the overall level of privacy in a system is defined. The strategy is then applied to parts of the cellphone system in an attempt to evaluate the privacy of traffic and location data in this system.Master i Informatikk - sikker kommunikasjonMAMN-INFSIINFS

    Survey Harmonisation with New Technologies Improvement (SHANTI)

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    Towards Privacy Managment of Information Systems

    Get PDF
    This masters thesis provides insight into the concept of privacy. It argues why privacy is important, and why developers and system owners should keep privacy in mind when developing and maintaining systems containing personal information. Following this, a strategy for evaluating the overall level of privacy in a system is defined. The strategy is then applied to parts of the cellphone system in an attempt to evaluate the privacy of traffic and location data in this system

    PENENTUAN POSISI OBJEK DI DALAM GEDUNG BERDASARKAN GSM MENGGUNAKAN METODE SUPPORT VECTOR MACHINE

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    Sebagian besar penelitian penentuan  posisi objek dalam gedung berdasarkan pada penggunaan sinyal jarak  pendek, seperti WiFi, Bluetooth, ultra sound, dan infrared. Dalam penelitian ini dibahas penentuan posisi objek dalam gedung menggunakan Global System for Mobile Communication (GSM). Penggunaan GSM mempunyai kelebihan pada jangkauan area yang luas. Penentuan posisi objek menggunakan Receive Signal Strength (RSS) GSM fingerprinting. Skenario percobaan dilakukan dengan luasan 2 m2 dan menggunakan 4 Cell-ID. Estimasi posisi pada tahap positioning menggunakan metode Support vector Machine (SVM) yang hasilnya  dibandingkan  dengan  metode  NaĂŻve Bayes (NB).  Hasil penentuan  posisi menunjukkan adanya perbedaan jarak kesalahan rata-rata minimum. Dengan  menggunakan  metode  SVM  akurasi  sebesar  12.45. Kesalahan tersebut lebih baik daripada menggunakan metode NaĂŻve Bayes dengan akurasi sebesar 14.6 meter pada jumlah Cell-ID yang sama yaitu 4 Cell-ID

    Survey Harmonisation with New Technologies Improvement (SHANTI)

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    Exploring Smartphone Application Usage Logs with Declared Sociological Information

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    International audienceIn this paper we present an exploratory smartphone usage study with logs collected from users in the wild, combined with the sociodemographic, technological and cultural information provided by them. We observe a high diversity among users' most used applications, but by classifying applications into services we find significant correlations between service usage and socio-demographic profile. We discuss that sociological information has rich potential in characterizing smartphone usage and can be applied to interesting incentive strategies and use cases based on users' sociological context
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