5,052 research outputs found
Enhancing trustability in MMOGs environments
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
Reputation mechanism for e-commerce in virtual reality environments
The interest in 3D technology and virtual reality (VR) is growing both from academia and industry, promoting the quick development of virtual marketplaces (VMs) (i.e. e-commerce systems in VR environments). VMs have inherited trust problems, e.g. sellers may advertise a perfect deal but doesn’t deliver the promised service or product at the end. In view of this, we propose a five-sense feedback oriented reputation mechanism (supported by 3D technology and VR) particularly for VMs. The user study confirms that users prefer VMs with our reputation mechanism over those with traditional ones. In our reputation mechanism, five-sense feedback is objective and buyers can use it directly in their reputation evaluation of target sellers. However, for the scenarios where buyers only provide subjective ratings, we apply the approach of subjectivity alignment for reputation computation (SARC), where ratings provided by one buyer can then be aligned (converted) for another buyer according to the two buyers’ subjectivity. Evaluation results indicate that SARC can more accurately model sellers’ reputation than the state-of-the-art approaches.Institute of Asian Consumer Insight ; U.S. Army Research Laboratory ; TÜBİTAKpre-prin
Reputation mechanism for e-commerce in virtual reality environments
The interest in 3D technology and virtual reality (VR) is growing both from academia and industry, promoting the quick development of virtual marketplaces (VMs) (i.e. e-commerce systems in VR environments). VMs have inherited trust problems, e.g. sellers may advertise a perfect deal but doesn’t deliver the promised service or product at the end. In view of this, we propose a five-sense feedback oriented reputation mechanism (supported by 3D technology and VR) particularly for VMs. The user study confirms that users prefer VMs with our reputation mechanism over those with traditional ones. In our reputation mechanism, five-sense feedback is objective and buyers can use it directly in their reputation evaluation of target sellers. However, for the scenarios where buyers only provide subjective ratings, we apply the approach of subjectivity alignment for reputation computation (SARC), where ratings provided by one buyer can then be aligned (converted) for another buyer according to the two buyers’ subjectivity. Evaluation results indicate that SARC can more accurately model sellers’ reputation than the state-of-the-art approaches.Institute of Asian Consumer Insight ; U.S. Army Research Laboratory ; TÜBİTAKpre-prin
From Social Data Mining to Forecasting Socio-Economic Crisis
Socio-economic data mining has a great potential in terms of gaining a better
understanding of problems that our economy and society are facing, such as
financial instability, shortages of resources, or conflicts. Without
large-scale data mining, progress in these areas seems hard or impossible.
Therefore, a suitable, distributed data mining infrastructure and research
centers should be built in Europe. It also appears appropriate to build a
network of Crisis Observatories. They can be imagined as laboratories devoted
to the gathering and processing of enormous volumes of data on both natural
systems such as the Earth and its ecosystem, as well as on human
techno-socio-economic systems, so as to gain early warnings of impending
events. Reality mining provides the chance to adapt more quickly and more
accurately to changing situations. Further opportunities arise by individually
customized services, which however should be provided in a privacy-respecting
way. This requires the development of novel ICT (such as a self- organizing
Web), but most likely new legal regulations and suitable institutions as well.
As long as such regulations are lacking on a world-wide scale, it is in the
public interest that scientists explore what can be done with the huge data
available. Big data do have the potential to change or even threaten democratic
societies. The same applies to sudden and large-scale failures of ICT systems.
Therefore, dealing with data must be done with a large degree of responsibility
and care. Self-interests of individuals, companies or institutions have limits,
where the public interest is affected, and public interest is not a sufficient
justification to violate human rights of individuals. Privacy is a high good,
as confidentiality is, and damaging it would have serious side effects for
society.Comment: 65 pages, 1 figure, Visioneer White Paper, see
http://www.visioneer.ethz.c
Handling Failures in Data Quality Measures
Successful data quality (DQ) measure is importantfor many data consumers (or data guardians) to decide on theacceptability of data of concerned. Nevertheless, little is knownabout how “failures” of DQ measures can be handled by dataguardians in the presence of factor(s) that contributes to thefailures. This paper presents a review of failure handling mechanismsfor DQ measures. The failure factors faced by existing DQmeasures will be presented, together with the research gaps inrespect to failure handling mechanisms in DQ frameworks. Inparticular, by comparing existing DQ frameworks in terms of: theinputs used to measure DQ, the way DQ scores are computed andthey way DQ scores are stored, we identified failure factorsinherent within the frameworks. Understanding of how failurescan be handled will lead to the design of a systematic failurehandling mechanism for robust DQ measures
Handling Failures in Data Quality Measures
Successful data quality (DQ) measure is important
for many data consumers (or data guardians) to decide on the
acceptability of data of concerned. Nevertheless, little is known about how “failures” of DQ measures can be handled by data guardians in the presence of factor(s) that contributes to the failures. This paper presents a review of failure handling mechanisms for DQ measures. The failure factors faced by existing DQ measures will be presented, together with the research gaps in respect to failure handling mechanisms in DQ frameworks. We propose ways to maximise the situations in which data quality scores can be produced when factors that would cause the failure of currently proposed scoring mechanisms are present. By
understanding how failures can be handled, a systematic failure handling mechanism for robust DQ measures can be designed
Trust beyond reputation: A computational trust model based on stereotypes
Models of computational trust support users in taking decisions. They are
commonly used to guide users' judgements in online auction sites; or to
determine quality of contributions in Web 2.0 sites. However, most existing
systems require historical information about the past behavior of the specific
agent being judged. In contrast, in real life, to anticipate and to predict a
stranger's actions in absence of the knowledge of such behavioral history, we
often use our "instinct"- essentially stereotypes developed from our past
interactions with other "similar" persons. In this paper, we propose
StereoTrust, a computational trust model inspired by stereotypes as used in
real-life. A stereotype contains certain features of agents and an expected
outcome of the transaction. When facing a stranger, an agent derives its trust
by aggregating stereotypes matching the stranger's profile. Since stereotypes
are formed locally, recommendations stem from the trustor's own personal
experiences and perspective. Historical behavioral information, when available,
can be used to refine the analysis. According to our experiments using
Epinions.com dataset, StereoTrust compares favorably with existing trust models
that use different kinds of information and more complete historical
information
SLA-based trust model for secure cloud computing
Cloud computing has changed the strategy used for providing distributed services to many business and government agents. Cloud computing delivers scalable and on-demand services to most users in different domains. However, this new technology has also created many challenges for service providers and customers, especially for those users who already own complicated legacy systems. This thesis discusses the challenges of, and proposes solutions to, the issues of dynamic pricing, management of service level agreements (SLA), performance measurement methods and trust management for cloud computing.In cloud computing, a dynamic pricing scheme is very important to allow cloud providers to estimate the price of cloud services. Moreover, the dynamic pricing scheme can be used by cloud providers to optimize the total cost of cloud data centres and correlate the price of the service with the revenue model of service. In the context of cloud computing, dynamic pricing methods from the perspective of cloud providers and cloud customers are missing from the existing literature. A dynamic pricing scheme for cloud computing must take into account all the requirements of building and operating cloud data centres. Furthermore, a cloud pricing scheme must consider issues of service level agreements with cloud customers.I propose a dynamic pricing methodology which provides adequate estimating methods for decision makers who want to calculate the benefits and assess the risks of using cloud technology. I analyse the results and evaluate the solutions produced by the proposed scheme. I conclude that my proposed scheme of dynamic pricing can be used to increase the total revenue of cloud service providers and help cloud customers to select cloud service providers with a good quality level of service.Regarding the concept of SLA, I provide an SLA definition in the context of cloud computing to achieve the aim of presenting a clearly structured SLA for cloud users and improving the means of establishing a trustworthy relationship between service provider and customer. In order to provide a reliable methodology for measuring the performance of cloud platforms, I develop performance metrics to measure and compare the scalability of the virtualization resources of cloud data centres. First, I discuss the need for a reliable method of comparing the performance of various cloud services currently being offered. Then, I develop a different type of metrics and propose a suitable methodology to measure the scalability using these metrics. I focus on virtualization resources such as CPU, storage disk, and network infrastructure.To solve the problem of evaluating the trustworthiness of cloud services, this thesis develops a model for each of the dimensions for Infrastructure as a Service (IaaS) using fuzzy-set theory. I use the Takagi-Sugeno fuzzy-inference approach to develop an overall measure of trust value for the cloud providers. It is not easy to evaluate the cloud metrics for all types of cloud services. So, in this thesis, I use Infrastructure as a Service (IaaS) as a main example when I collect the data and apply the fuzzy model to evaluate trust in terms of cloud computing. Tests and results are presented to evaluate the effectiveness and robustness of the proposed model
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