76 research outputs found

    A Pattern-Language for Self-Healing Internet-of-Things Systems

    Get PDF
    Internet-of-Things systems are assemblies of highly-distributed and heterogeneous parts that, in orchestration, work to provide valuable services to end-users in many scenarios. These systems depend on the correct operation of sensors, actuators, and third-party services, and the failure of a single one can hinder the proper functioning of the whole system, making error detection and recovery of paramount importance, but often overlooked. By drawing inspiration from other research areas, such as cloud, embedded, and mission-critical systems, we present a set of patterns for self-healing IoT systems. We discuss how their implementation can improve system reliability by providing error detection, error recovery, and health mechanisms maintenance. (c) 2020 ACM

    IoT-DDL—Device Description Language for the “T” in IoT

    Get PDF
    We argue that the success of the Internet of Things (IoT) vision will greatly depend on how its main ingredient—the “thing”—is architected and prepared to engage. The IoT’s fragmented and wide-varying nature introduces the need for additional effort to homogenize these things so they may blend together with the surrounding space to create opportunities for powerful and unprecedented IoT applications. We introduce the IoT Device Description Language (IoT-DDL), a machine- and human-readable descriptive language for things, seeking to achieve such integration and homogenization. IoT-DDL explicitly tools things to self-discover and securely share their own capabilities, entities, and services, including the various cloudbased accessories that may be attached to them. We also present the Atlas thing architecture—a lightweight architecture for things that fully exploits IoT-DDL and its specifications. Our architecture provides new OS layers, services, and capabilities we believe a thing must have in order to be prepared to engage in IoT scenarios and applications. The architecture and IoT-DDL enable things to generate their offered services and self-formulate APIs for such services, on the fly, at power-on or whenever a thing description changes. The architecture takes advantage of widely used device management, micro-services, security, and communication standards and protocols. We present details of IoT-DDL and corresponding parts of the thing architecture. We demonstrate some features of IoT-DDL and the architecture through proof-of-concept implementations. Finally, we present a benchmarking study to measure and assess time performance and energy consumption characteristics of our architecture and IoT-DDL on real hardware platforms

    The lives of objects: designing for meaningful things

    Get PDF
    Today’s Internet of Things (IoT) is often employed to connect material artefacts to digital identifiers and a digital record of their history and existence. This has been heralded as a coming together of our material existences and our increasingly-digital lives. Bringing each object that we create, use and cherish into the IoT, is an outwardly appealing prospect. Using material objects is an accepted part of connecting with narratives and our history, and such a technological boon already enables the storytelling opportunities that are supported by rich digital records. However, in everyday life and in the practices that occupy them, people consider and share stories about the things that they feel to be meaningful to them in complex ways which do not necessarily conform to the expectations of the designers and developers who attempt to intervene and support such practices by focusing on the material objects at hand. This thesis draws upon observations from a thorough engagement with the community of practice of the Tabletop Miniature Wargaming pastime, which involves the acknowledged craft and use of objects deemed as meaningful, to reveal that the practitioners, in reality, construct their shared records and narratives around intangible Identities, both singular and collective, which they find to be the actual ‘meaningful things’ of their activities. These findings contravene the conventional emphasis on the material objects, and pose technological and conceptual challenges. Considering these findings through a lens informed by philosophical grounding, the thesis examines the distinctions between ordinary objects and extraordinary things; how things become meaningful; and the interplay between material and abstract things. The culmination of these efforts is the Meaningful Things Framework, which aims to help disambiguate the complex ways by which practitioners create, perceive and treat the meaningful things involved in their activities, and aid designers, developers and the communities themselves in understanding and supporting their practices

    The lives of objects: designing for meaningful things

    Get PDF
    Today’s Internet of Things (IoT) is often employed to connect material artefacts to digital identifiers and a digital record of their history and existence. This has been heralded as a coming together of our material existences and our increasingly-digital lives. Bringing each object that we create, use and cherish into the IoT, is an outwardly appealing prospect. Using material objects is an accepted part of connecting with narratives and our history, and such a technological boon already enables the storytelling opportunities that are supported by rich digital records. However, in everyday life and in the practices that occupy them, people consider and share stories about the things that they feel to be meaningful to them in complex ways which do not necessarily conform to the expectations of the designers and developers who attempt to intervene and support such practices by focusing on the material objects at hand. This thesis draws upon observations from a thorough engagement with the community of practice of the Tabletop Miniature Wargaming pastime, which involves the acknowledged craft and use of objects deemed as meaningful, to reveal that the practitioners, in reality, construct their shared records and narratives around intangible Identities, both singular and collective, which they find to be the actual ‘meaningful things’ of their activities. These findings contravene the conventional emphasis on the material objects, and pose technological and conceptual challenges. Considering these findings through a lens informed by philosophical grounding, the thesis examines the distinctions between ordinary objects and extraordinary things; how things become meaningful; and the interplay between material and abstract things. The culmination of these efforts is the Meaningful Things Framework, which aims to help disambiguate the complex ways by which practitioners create, perceive and treat the meaningful things involved in their activities, and aid designers, developers and the communities themselves in understanding and supporting their practices

    Affordances and the new political ecology

    Get PDF

    Evolutionary Service Composition and Personalization Ecosystem for Elderly Care

    Get PDF
    Current demographic trends suggest that people are living longer, while the ageing process entails many necessities, calling for care services tailored to the individual senior’s needs and life style. Personalized provision of care services usually involves a number of stakeholders, including relatives, friends, caregivers, professional assistance organizations, enterprises, and other support entities. Traditional Information and Communication Technology based care and assistance services for the elderly have been mainly focused on the development of isolated and generic services, considering a single service provider, and excessively featuring a techno-centric approach. In contrast, advances on collaborative networks for elderly care suggest the integration of services from multiple providers, encouraging collaboration as a way to provide better personalized services. This approach requires a support system to manage the personalization process and allow ranking the {service, provider} pairs. An additional issue is the problem of service evolution, as individual’s care needs are not static over time. Consequently, the care services need to evolve accordingly to keep the elderly’s requirements satisfied. In accordance with these requirements, an Elderly Care Ecosystem (ECE) framework, a Service Composition and Personalization Environment (SCoPE), and a Service Evolution Environment (SEvol) are proposed. The ECE framework provides the context for the personalization and evolution methods. The SCoPE method is based on the match between the customer´s profile and the available {service, provider} pairs to identify suitable services and corresponding providers to attend the needs. SEvol is a method to build an adaptive and evolutionary system based on the MAPE-K methodology supporting the solution evolution to cope with the elderly's new life stages. To demonstrate the feasibility, utility and applicability of SCoPE and SEvol, a number of methods and algorithms are presented, and illustrative scenarios are introduced in which {service, provider} pairs are ranked based on a multidimensional assessment method. Composition strategies are based on customer’s profile and requirements, and the evolutionary solution is determined considering customer’s inputs and evolution plans. For the ECE evaluation process the following steps are adopted: (i) feature selection and software prototype development; (ii) detailing the ECE framework validation based on applicability and utility parameters; (iii) development of a case study illustrating a typical scenario involving an elderly and her care needs; and (iv) performing a survey based on a modified version of the technology acceptance model (TAM), considering three contexts: Technological, Organizational and Collaborative environment

    Pinsight: A Novel Way of Creating and Sharing Digital Content through 'Things' in the Wild

    Get PDF
    Existing platforms for sharing locative digital content rely on the use of mobile phones for accessing the content. This can be a major deterrent to wider public access and also hinders immediacy and 'in the moment' discoverability. Building on previous work in situated public installations, we developed Pinsight, a novel platform for enabling end-users, such as local communities, to create and share digital content in-situ with public audiences through physical interactive devices. Pinsight is based on a set of design principles that focus on supporting both the expressiveness of content creators and the appeal to public audiences. This paper describes the design of the platform and how it supports sharing knowledge in ways different to conventional media. Through preliminary evaluations and two in-the-wild studies, we explore how such a situated technology can be used by different user groups (content designers, history communities, local residents) for sharing content with public audiences (visitors, pedestrians, residents) in different contexts
    corecore