3,621 research outputs found

    Location reliability and gamification mechanisms for mobile crowd sensing

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    People-centric sensing with smart phones can be used for large scale sensing of the physical world by leveraging the sensors on the phones. This new type of sensing can be a scalable and cost-effective alternative to deploying static wireless sensor networks for dense sensing coverage across large areas. However, mobile people-centric sensing has two main issues: 1) Data reliability in sensed data and 2) Incentives for participants. To study these issues, this dissertation designs and develops McSense, a mobile crowd sensing system which provides monetary and social incentives to users. This dissertation proposes and evaluates two protocols for location reliability as a step toward achieving data reliability in sensed data, namely, ILR (Improving Location Reliability) and LINK (Location authentication through Immediate Neighbors Knowledge). ILR is a scheme which improves the location reliability of mobile crowd sensed data with minimal human efforts based on location validation using photo tasks and expanding the trust to nearby data points using periodic Bluetooth scanning. LINK is a location authentication protocol working independent of wireless carriers, in which nearby users help authenticate each other’s location claims using Bluetooth communication. The results of experiments done on Android phones show that the proposed protocols are capable of detecting a significant percentage of the malicious users claiming false location. Furthermore, simulations with the LINK protocol demonstrate that LINK can effectively thwart a number of colluding user attacks. This dissertation also proposes a mobile sensing game which helps collect crowd sensing data by incentivizing smart phone users to play sensing games on their phones. We design and implement a first person shooter sensing game, “Alien vs. Mobile User”, which employs techniques to attract users to unpopular regions. The user study results show that mobile gaming can be a successful alternative to micro-payments for fast and efficient area coverage in crowd sensing. It is observed that the proposed game design succeeds in achieving good player engagement

    Location Based Secure Communication in Mobile Sensor Network

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    Now a day’s Mobile crowd sensing is an new paradigm which is based on power of the crowd jointly with sensing capabilities of various mobile devices such as Smartphone’s or wearable devices.MCS helps users to acquire local information from the surrounding environment through the sensing property of mobile device which is used in many areas like healthcare, transportation, environmental which helps in improving peoples quality of life. But MCS has two major problems like user privacy and data trustworthiness. In this first we discuss the MCS architecture with its characteristics and advantages over wireless sensor network. And at last we will discuss future recent trends as well as our efforts to MCS

    Distributed Hybrid Simulation of the Internet of Things and Smart Territories

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    This paper deals with the use of hybrid simulation to build and compose heterogeneous simulation scenarios that can be proficiently exploited to model and represent the Internet of Things (IoT). Hybrid simulation is a methodology that combines multiple modalities of modeling/simulation. Complex scenarios are decomposed into simpler ones, each one being simulated through a specific simulation strategy. All these simulation building blocks are then synchronized and coordinated. This simulation methodology is an ideal one to represent IoT setups, which are usually very demanding, due to the heterogeneity of possible scenarios arising from the massive deployment of an enormous amount of sensors and devices. We present a use case concerned with the distributed simulation of smart territories, a novel view of decentralized geographical spaces that, thanks to the use of IoT, builds ICT services to manage resources in a way that is sustainable and not harmful to the environment. Three different simulation models are combined together, namely, an adaptive agent-based parallel and distributed simulator, an OMNeT++ based discrete event simulator and a script-language simulator based on MATLAB. Results from a performance analysis confirm the viability of using hybrid simulation to model complex IoT scenarios.Comment: arXiv admin note: substantial text overlap with arXiv:1605.0487

    Delivering IoT Services in Smart Cities and Environmental Monitoring through Collective Awareness, Mobile Crowdsensing and Open Data

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    The Internet of Things (IoT) is the paradigm that allows us to interact with the real world by means of networking-enabled devices and convert physical phenomena into valuable digital knowledge. Such a rapidly evolving field leveraged the explosion of a number of technologies, standards and platforms. Consequently, different IoT ecosystems behave as closed islands and do not interoperate with each other, thus the potential of the number of connected objects in the world is far from being totally unleashed. Typically, research efforts in tackling such challenge tend to propose a new IoT platforms or standards, however, such solutions find obstacles in keeping up the pace at which the field is evolving. Our work is different, in that it originates from the following observation: in use cases that depend on common phenomena such as Smart Cities or environmental monitoring a lot of useful data for applications is already in place somewhere or devices capable of collecting such data are already deployed. For such scenarios, we propose and study the use of Collective Awareness Paradigms (CAP), which offload data collection to a crowd of participants. We bring three main contributions: we study the feasibility of using Open Data coming from heterogeneous sources, focusing particularly on crowdsourced and user-contributed data that has the drawback of being incomplete and we then propose a State-of-the-Art algorith that automatically classifies raw crowdsourced sensor data; we design a data collection framework that uses Mobile Crowdsensing (MCS) and puts the participants and the stakeholders in a coordinated interaction together with a distributed data collection algorithm that prevents the users from collecting too much or too less data; (3) we design a Service Oriented Architecture that constitutes a unique interface to the raw data collected through CAPs through their aggregation into ad-hoc services, moreover, we provide a prototype implementation

    A Service-Oriented Approach to Crowdsensing for Accessible Smart Mobility Scenarios

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    This work presents an architecture to help designing and deploying smart mobility applications. The proposed solution builds on the experience already matured by the authors in different fields: crowdsourcing and sensing done by users to gather data related to urban barriers and facilities, computation of personalized paths for users with special needs, and integration of open data provided by bus companies to identify the actual accessibility features and estimate the real arrival time of vehicles at stops. In terms of functionality, the first "monolithic" prototype fulfilled the goal of composing the aforementioned pieces of information to support citizens with reduced mobility (users with disabilities and/or elderly people) in their urban movements. In this paper, we describe a service-oriented architecture that exploits the microservices orchestration paradigm to enable the creation of new services and to make the management of the various data sources easier and more effective. The proposed platform exposes standardized interfaces to access data, implements common services to manage metadata associated with them, such as trustworthiness and provenance, and provides an orchestration language to create complex services, naturally mapping their internal workflow to code. The manuscript demonstrates the effectiveness of the approach by means of some case studies

    Emerging technologies to measure neighborhood conditions in public health: Implications for interventions and next steps

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    Adverse neighborhood conditions play an important role beyond individual characteristics. There is increasing interest in identifying specific characteristics of the social and built environments adversely affecting health outcomes. Most research has assessed aspects of such exposures via self-reported instruments or census data. Potential threats in the local environment may be subject to short-term changes that can only be measured with more nimble technology. The advent of new technologies may offer new opportunities to obtain geospatial data about neighborhoods that may circumvent the limitations of traditional data sources. This overview describes the utility, validity and reliability of selected emerging technologies to measure neighborhood conditions for public health applications. It also describes next steps for future research and opportunities for interventions. The paper presents an overview of the literature on measurement of the built and social environment in public health (Google Street View, webcams, crowdsourcing, remote sensing, social media, unmanned aerial vehicles, and lifespace) and location-based interventions. Emerging technologies such as Google Street View, social media, drones, webcams, and crowdsourcing may serve as effective and inexpensive tools to measure the ever-changing environment. Georeferenced social media responses may help identify where to target intervention activities, but also to passively evaluate their effectiveness. Future studies should measure exposure across key time points during the life-course as part of the exposome paradigm and integrate various types of data sources to measure environmental contexts. By harnessing these technologies, public health research can not only monitor populations and the environment, but intervene using novel strategies to improve the public health

    State of apps targeting management for sustainability of agricultural landscapes. A review

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    International audienceAbstractThe triple-bottom-line approach to sustainability in agriculture requires multi- and inter-disciplinary expertise and remains a major design and implementation challenge. Tools are needed to link extension agents, development workers, farmers, and other agriculture decision-makers to information related to practices that improve sustainability across agricultural landscapes. The digital age has brought many new cloud-based and mobile device–accessible software applications (apps) targeted at farmers and others in the agriculture sector; however, the effectiveness of these tools for advancing sustainability goals is unknown. Here, we review apps for agriculture in order to identify gaps in information provisioning and sharing for tools that connect decision-makers to knowledge in support of sustainable agricultural landscapes. The major findings are (1) Agricultural apps can be categorized as supporting regulatory compliance, equipment optimization, farming simulator games, information management, agronomic reference information, product tracking, pest identification, emissions accounting, or benchmarks for marketing claims. (2) Many apps are developed to link specific products for single solutions, such as GPS-guided crop implementation or sensors within Internet-of-things connectivity. (3) While pilots, prototypes, and case studies are available in both Apple and Android digital markets, public mobile apps to improve multidirectional agriculture knowledge exchange are limited and poorly documented. (4) There remains a need for apps emphasizing knowledge exchange and resource discovery, rather than simply information delivery, to help farmers identify evidence-based practices that improve indicators of sustainability. (5) Development of a digital decision support tool requires early and ongoing interactions with targeted end users to clarify app performance objectives and social networking preferences, ensure reliability of scientific input and business management plans, and optimize the user experience

    A Service-Oriented Approach to Crowdsensing for Accessible Smart Mobility Scenarios

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    This work presents an architecture to help designing and deploying smart mobility applications. The proposed solution builds on the experience already matured by the authors in different fields: crowdsourcing and sensing done by users to gather data related to urban barriers and facilities, computation of personalized paths for users with special needs, and integration of open data provided by bus companies to identify the actual accessibility features and estimate the real arrival time of vehicles at stops. In terms of functionality, the first “monolithic” prototype fulfilled the goal of composing the aforementioned pieces of information to support citizens with reduced mobility (users with disabilities and/or elderly people) in their urban movements. In this paper, we describe a service-oriented architecture that exploits the microservices orchestration paradigm to enable the creation of new services and to make the management of the various data sources easier and more effective. The proposed platform exposes standardized interfaces to access data, implements common services to manage metadata associated with them, such as trustworthiness and provenance, and provides an orchestration language to create complex services, naturally mapping their internal workflow to code. The manuscript demonstrates the effectiveness of the approach by means of some case studies
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