2,463 research outputs found

    Case Study: Impact of the Physical Web and BLE Beacons

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    The Physical Web is a project announced by Google’s Chrome team that provides a framework to discover “smart” physical objects (e.g. vending machines, classroom, conference room, cafeteria, bus stop etc.) and interact with specific, contextual content without having to resort to downloading a specific app. A common app such as the open source and freely available Physical Web app on the Google Play Store or the BKON Browser on the Apple App Store, can access nearby beacon

    A Platform for the Analysis of Qualitative and Quantitative Data about the Built Environment and its Users

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    There are many scenarios in which it is necessary to collect data from multiple sources in order to evaluate a system, including the collection of both quantitative data - from sensors and smart devices - and qualitative data - such as observations and interview results. However, there are currently very few systems that enable both of these data types to be combined in such a way that they can be analysed side-by-side. This paper describes an end-to-end system for the collection, analysis, storage and visualisation of qualitative and quantitative data, developed using the e-Science Central cloud analytics platform. We describe the experience of developing the system, based on a case study that involved collecting data about the built environment and its users. In this case study, data is collected from older adults living in residential care. Sensors were placed throughout the care home and smart devices were issued to the residents. This sensor data is uploaded to the analytics platform and the processed results are stored in a data warehouse, where it is integrated with qualitative data collected by healthcare and architecture researchers. Visualisations are also presented which were intended to allow the data to be explored and for potential correlations between the quantitative and qualitative data to be investigated

    A Smartphone-Based System for Outdoor Data Gathering Using a Wireless Beacon Network and GPS Data: From Cyber Spaces to Senseable Spaces

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    Information and Communication Technologies (ICTs) and mobile devices are deeply influencing all facets of life, directly affecting the way people experience space and time. ICTs are also tools for supporting urban development, and they have also been adopted as equipment for furnishing public spaces. Hence, ICTs have created a new paradigm of hybrid space that can be defined as Senseable Spaces. Even if there are relevant cases where the adoption of ICT has made the use of public open spaces more “smart”, the interrelation and the recognition of added value need to be further developed. This is one of the motivations for the research presented in this paper. The main goal of the work reported here is the deployment of a system composed of three different connected elements (a real-world infrastructure, a data gathering system, and a data processing and analysis platform) for analysis of human behavior in the open space of Cardeto Park, in Ancona, Italy. For this purpose, and because of the complexity of this task, several actions have been carried out: the deployment of a complete real-world infrastructure in Cardeto Park, the implementation of an ad-hoc smartphone application for the gathering of participants’ data, and the development of a data pre-processing and analysis system for dealing with all the gathered data. A detailed description of these three aspects and the way in which they are connected to create a unique system is the main focus of this paper.This work has been supported by the Cost Action TU1306, called CYBERPARKS: Fostering knowledge about the relationship between Information and Communication Technologies and Public Spaces supported by strategies to improve their use and attractiveness, the Spanish Ministry of Economy and Competitiveness under the ESPHIA project (ref. TIN2014-56042-JIN) and the TARSIUS project (ref. TIN2015-71564-C4-4-R), and the Basque Country Department of Education under the BLUE project (ref. PI-2016-0010). The authors would also like to thank the staff of UbiSive s.r.l. for the support in developing the application

    Group-In: Group Inference from Wireless Traces of Mobile Devices

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    This paper proposes Group-In, a wireless scanning system to detect static or mobile people groups in indoor or outdoor environments. Group-In collects only wireless traces from the Bluetooth-enabled mobile devices for group inference. The key problem addressed in this work is to detect not only static groups but also moving groups with a multi-phased approach based only noisy wireless Received Signal Strength Indicator (RSSIs) observed by multiple wireless scanners without localization support. We propose new centralized and decentralized schemes to process the sparse and noisy wireless data, and leverage graph-based clustering techniques for group detection from short-term and long-term aspects. Group-In provides two outcomes: 1) group detection in short time intervals such as two minutes and 2) long-term linkages such as a month. To verify the performance, we conduct two experimental studies. One consists of 27 controlled scenarios in the lab environments. The other is a real-world scenario where we place Bluetooth scanners in an office environment, and employees carry beacons for more than one month. Both the controlled and real-world experiments result in high accuracy group detection in short time intervals and sampling liberties in terms of the Jaccard index and pairwise similarity coefficient.Comment: This work has been funded by the EU Horizon 2020 Programme under Grant Agreements No. 731993 AUTOPILOT and No.871249 LOCUS projects. The content of this paper does not reflect the official opinion of the EU. Responsibility for the information and views expressed therein lies entirely with the authors. Proc. of ACM/IEEE IPSN'20, 202

    Encouraging persons to visit cultural sites through mini-games

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    Gamification has been recently proposed as a technique to improve user engagement in different activities, including visits to cultural sites and cultural tourism in general. We present the design, development and initial validation of the NEPTIS Poleis system, which consists of a mobile application and a Web interface for curators, allowing the definition, and subsequent fruition by users, of different minigames suitable for open-air assets

    An Internet Heartbeat

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    Obtaining sound inferences over remote networks via active or passive measurements is difficult. Active measurement campaigns face challenges of load, coverage, and visibility. Passive measurements require a privileged vantage point. Even networks under our own control too often remain poorly understood and hard to diagnose. As a step toward the democratization of Internet measurement, we consider the inferential power possible were the network to include a constant and predictable stream of dedicated lightweight measurement traffic. We posit an Internet "heartbeat," which nodes periodically send to random destinations, and show how aggregating heartbeats facilitates introspection into parts of the network that are today generally obtuse. We explore the design space of an Internet heartbeat, potential use cases, incentives, and paths to deployment

    Context Aware Application Using Beacons

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    With the growing popularity of mobile computing, as well as the increasing demand for location-based services, this paper introduces a design and implementation of a location-aware system using Beacons. This project comprises three parts: a web application, backend server and a mobile application client. The web application serves as a content management system by allowing users to manage projects, input data and create associations between Beacons and data. The backend server contains application logic and a database. The mobile application client interacts with the Beacons and provides location-specific services

    Eavesdropping Whilst You're Shopping: Balancing Personalisation and Privacy in Connected Retail Spaces

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    Physical retailers, who once led the way in tracking with loyalty cards and `reverse appends', now lag behind online competitors. Yet we might be seeing these tables turn, as many increasingly deploy technologies ranging from simple sensors to advanced emotion detection systems, even enabling them to tailor prices and shopping experiences on a per-customer basis. Here, we examine these in-store tracking technologies in the retail context, and evaluate them from both technical and regulatory standpoints. We first introduce the relevant technologies in context, before considering privacy impacts, the current remedies individuals might seek through technology and the law, and those remedies' limitations. To illustrate challenging tensions in this space we consider the feasibility of technical and legal approaches to both a) the recent `Go' store concept from Amazon which requires fine-grained, multi-modal tracking to function as a shop, and b) current challenges in opting in or out of increasingly pervasive passive Wi-Fi tracking. The `Go' store presents significant challenges with its legality in Europe significantly unclear and unilateral, technical measures to avoid biometric tracking likely ineffective. In the case of MAC addresses, we see a difficult-to-reconcile clash between privacy-as-confidentiality and privacy-as-control, and suggest a technical framework which might help balance the two. Significant challenges exist when seeking to balance personalisation with privacy, and researchers must work together, including across the boundaries of preferred privacy definitions, to come up with solutions that draw on both technology and the legal frameworks to provide effective and proportionate protection. Retailers, simultaneously, must ensure that their tracking is not just legal, but worthy of the trust of concerned data subjects.Comment: 10 pages, 1 figure, Proceedings of the PETRAS/IoTUK/IET Living in the Internet of Things Conference, London, United Kingdom, 28-29 March 201
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