1,140 research outputs found

    Mobile Application for Noise Pollution Monitoring through Gamification Techniques

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    Full data coverage of urban environments is crucial to monitor the status of the area to detect, for instance, trends and detrimental environmental changes. Collecting observations related to environmental factors such as noise pollution in urban environments through classical approaches implies the deployment of Sensor Networks. The cost of deployment and maintenance of such infrastructure might be relatively high for local and regional governments. On the other hand recent mass-market mobile devices such as smartphones are full of sensors. For instance, it is possible to perform measurements of noise through its microphone. Therefore they become low-cost measuring devices that many citizens have in their pocket. In this paper we present an approach for gathering noise pollution data by using mobile applications. The applications are designed following gamification techniques to encourage users to participate using their personal smartphones. In this way the users are involved in taking and sharing noise pollution measurements in their cities that other stakeholders can use in their analysis and decision making processes

    Quality of Information in Mobile Crowdsensing: Survey and Research Challenges

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    Smartphones have become the most pervasive devices in people's lives, and are clearly transforming the way we live and perceive technology. Today's smartphones benefit from almost ubiquitous Internet connectivity and come equipped with a plethora of inexpensive yet powerful embedded sensors, such as accelerometer, gyroscope, microphone, and camera. This unique combination has enabled revolutionary applications based on the mobile crowdsensing paradigm, such as real-time road traffic monitoring, air and noise pollution, crime control, and wildlife monitoring, just to name a few. Differently from prior sensing paradigms, humans are now the primary actors of the sensing process, since they become fundamental in retrieving reliable and up-to-date information about the event being monitored. As humans may behave unreliably or maliciously, assessing and guaranteeing Quality of Information (QoI) becomes more important than ever. In this paper, we provide a new framework for defining and enforcing the QoI in mobile crowdsensing, and analyze in depth the current state-of-the-art on the topic. We also outline novel research challenges, along with possible directions of future work.Comment: To appear in ACM Transactions on Sensor Networks (TOSN

    Behavior monitoring and behavioral exchange: an approach from geospatial technologies involving gamification techniques

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    Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.In the last years the concerns about ecologic problems derived from human activities and CO2 emissions have increased, leading population to a rising awareness on green behavior. This paper discusses an approach to the evaluation and exchange of the green behavior of a community from the viewpoint of a project in the frame of smart cities, where the flow of information among the members of the community becomes a basic part of decision making. This approach is developed from a perspective based on mobile technologies, with the application of gamification techniques in order to get the community involved in the process of data acquisition, and with the final goal of making possible a behavioral exchange of the members of the community

    Towns conquer: a gamified application to collect geographical names (vernacular names/toponyms)

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    The traditional model for geospatial crowd sourcing asks the public to use their free time collecting geospatial data for no obvious reward. This model has shown to work very well on projects such as Open Street Map, but comes with some clear disadvantages such as reliance on small communities of ‘Neo-geographers’ and variability in quality and content of collected data. This project aims at tackling these problems by providing alternative motivation specifically a smartphone based computer game service. Geographical names (vernacular names/ toponyms) have been identified as potential targets as they are difficult to collect on a large scale and easy to collect locally, thus ideal for crowd sourcing. The data set will be a toponyms database provided by the Spanish National Geographic Institute (IGN Spain). A location based game is targeted as it is easy to guide data collection with in-game rewards (prizes, points, badges etc.). Android is chosen for its accessible API and wide use

    Incentive Mechanisms for Participatory Sensing: Survey and Research Challenges

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    Participatory sensing is a powerful paradigm which takes advantage of smartphones to collect and analyze data beyond the scale of what was previously possible. Given that participatory sensing systems rely completely on the users' willingness to submit up-to-date and accurate information, it is paramount to effectively incentivize users' active and reliable participation. In this paper, we survey existing literature on incentive mechanisms for participatory sensing systems. In particular, we present a taxonomy of existing incentive mechanisms for participatory sensing systems, which are subsequently discussed in depth by comparing and contrasting different approaches. Finally, we discuss an agenda of open research challenges in incentivizing users in participatory sensing.Comment: Updated version, 4/25/201

    An IoT-based solution for monitoring a fleet of educational buildings focusing on energy efficiency

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    Raising awareness among young people and changing their behaviour and habits concerning energy usage iskey to achieving sustained energy saving. Additionally, young people are very sensitive to environmental protection so raising awareness among children is much easier than with any other group of citizens. This work examinesways to create an innovative Information & Communication Technologies (ICT) ecosystem (including web-based, mobile, social and sensing elements) tailored specifically for school environments, taking into account both theusers (faculty, staff, students, parents) and school buildings, thus motivating and supporting young citizenƛ behavioural change to achieve greater energy efficiency. A mixture of open-source IoT hardware and proprietary platforms on the infrastructure level, are currently being utilized for monitoring a fleet of 18 educational buildings across 3 countries, comprising over 700 IoT monitoring points. Hereon presented is the system's high-level architecture, as well as several aspects of its implementation, related to the application domain of educational building monitoring and energy efficiency. The system is developed based on open-source technologies andservices in order to make it capable of providing open IT-infrastructure and support from different commercial hardware/sensor vendors as well as open-source solutions. The system presented can be used to develop and offer newapp-based solutions that can be used either for educational purposes or for managing the energy efficiency ofthebuilding. The system is replicable and adaptable to settings that may be different than the scenarios envisionedhere (e.g., targeting different climate zones), different IT infrastructures and can be easily extended to accommodate integration with other systems. The overall performance of the system is evaluated in real-world environment in terms of scalability, responsiveness and simplicity

    Distributed, Low-Cost, Non-Expert Fine Dust Sensing with Smartphones

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    Diese Dissertation behandelt die Frage, wie mit kostengĂŒnstiger Sensorik FeinstĂ€ube in hoher zeitlicher und rĂ€umlicher Auflösung gemessen werden können. Dazu wird ein neues Sensorsystem auf Basis kostengĂŒnstiger off-the-shelf-Sensoren und Smartphones vorgestellt, entsprechende robuste Algorithmen zur Signalverarbeitung entwickelt und Erkenntnisse zur Interaktions-Gestaltung fĂŒr die Messung durch Laien prĂ€sentiert. AtmosphĂ€rische Aerosolpartikel stellen im globalen Maßstab ein gravierendes Problem fĂŒr die menschliche Gesundheit dar, welches sich in Atemwegs- und Herz-Kreislauf-Erkrankungen Ă€ußert und eine VerkĂŒrzung der Lebenserwartung verursacht. Bisher wird LuftqualitĂ€t ausschließlich anhand von Daten relativ weniger fester Messstellen beurteilt und mittels Modellen auf eine hohe rĂ€umliche Auflösung gebracht, so dass deren ReprĂ€sentativitĂ€t fĂŒr die flĂ€chendeckende Exposition der Bevölkerung ungeklĂ€rt bleibt. Es ist unmöglich, derartige rĂ€umliche Abbildungen mit den derzeitigen statischen Messnetzen zu bestimmen. Bei der gesundheitsbezogenen Bewertung von Schadstoffen geht der Trend daher stark zu rĂ€umlich differenzierenden Messungen. Ein vielversprechender Ansatz um eine hohe rĂ€umliche und zeitliche Abdeckung zu erreichen ist dabei Participatory Sensing, also die verteilte Messung durch Endanwender unter Zuhilfenahme ihrer persönlichen EndgerĂ€te. Insbesondere fĂŒr LuftqualitĂ€tsmessungen ergeben sich dabei eine Reihe von Herausforderungen - von neuer Sensorik, die kostengĂŒnstig und tragbar ist, ĂŒber robuste Algorithmen zur Signalauswertung und Kalibrierung bis hin zu Anwendungen, die Laien bei der korrekten AusfĂŒhrung von Messungen unterstĂŒtzen und ihre PrivatsphĂ€re schĂŒtzen. Diese Arbeit konzentriert sich auf das Anwendungsszenario Partizipatorischer Umweltmessungen, bei denen Smartphone-basierte Sensorik zum Messen der Umwelt eingesetzt wird und ĂŒblicherweise Laien die Messungen in relativ unkontrollierter Art und Weise ausfĂŒhren. Die HauptbeitrĂ€ge hierzu sind: 1. Systeme zum Erfassen von Feinstaub mit Smartphones (Low-cost Sensorik und neue Hardware): Ausgehend von frĂŒher Forschung zur Feinstaubmessung mit kostengĂŒnstiger off-the-shelf-Sensorik wurde ein Sensorkonzept entwickelt, bei dem die Feinstaub-Messung mit Hilfe eines passiven Aufsatzes auf einer Smartphone-Kamera durchgefĂŒhrt wird. Zur Beurteilung der Sensorperformance wurden teilweise Labor-Messungen mit kĂŒnstlich erzeugtem Staub und teilweise Feldevaluationen in Ko-Lokation mit offiziellen Messstationen des Landes durchgefĂŒhrt. 2. Algorithmen zur Signalverarbeitung und Auswertung: Im Zuge neuer Sensordesigns werden Kombinationen bekannter OpenCV-Bildverarbeitungsalgorithmen (Background-Subtraction, Contour Detection etc.) zur Bildanalyse eingesetzt. Der resultierende Algorithmus erlaubt im Gegensatz zur Auswertung von Lichtstreuungs-Summensignalen die direkte ZĂ€hlung von Partikeln anhand individueller Lichtspuren. Ein zweiter neuartiger Algorithmus nutzt aus, dass es bei solchen Prozessen ein signalabhĂ€ngiges Rauschen gibt, dessen VerhĂ€ltnis zum Mittelwert des Signals bekannt ist. Dadurch wird es möglich, Signale die von systematischen unbekannten Fehlern betroffen sind auf Basis ihres Rauschens zu analysieren und das "echte" Signal zu rekonstruieren. 3. Algorithmen zur verteilten Kalibrierung bei gleichzeitigem Schutz der PrivatsphĂ€re: Eine Herausforderung partizipatorischer Umweltmessungen ist die wiederkehrende Notwendigkeit der Sensorkalibrierung. Dies beruht zum einen auf der InstabilitĂ€t insbesondere kostengĂŒnstiger LuftqualitĂ€tssensorik und zum anderen auf der Problematik, dass Endbenutzern die Mittel fĂŒr eine Kalibrierung ĂŒblicherweise fehlen. Bestehende AnsĂ€tze zur sogenannten Cross-Kalibrierung von Sensoren, die sich in Ko-Lokation mit einer Referenzstation oder anderen Sensoren befinden, wurden auf Daten gĂŒnstiger Feinstaubsensorik angewendet sowie um Mechanismen erweitert, die eine Kalibrierung von Sensoren untereinander ohne Preisgabe privater Informationen (IdentitĂ€t, Ort) ermöglicht. 4. Mensch-Maschine-Interaktions-Gestaltungsrichtlinien fĂŒr Participatory Sensing: Auf Basis mehrerer kleiner explorativer Nutzerstudien wurde empirisch eine Taxonomie der Fehler erstellt, die Laien beim Messen von Umweltinformationen mit Smartphones machen. Davon ausgehend wurden mögliche Gegenmaßnahmen gesammelt und klassifiziert. In einer großen summativen Studie mit einer hohen Teilnehmerzahl wurde der Effekt verschiedener dieser Maßnahmen durch den Vergleich vier unterschiedlicher Varianten einer App zur partizipatorischen Messung von UmgebungslautstĂ€rke evaluiert. Die dabei gefundenen Erkenntnisse bilden die Basis fĂŒr Richtlinien zur Gestaltung effizienter Nutzerschnittstellen fĂŒr Participatory Sensing auf MobilgerĂ€ten. 5. Design Patterns fĂŒr Participatory Sensing Games auf MobilgerĂ€ten (Gamification): Ein weiterer erforschter Ansatz beschĂ€ftigt sich mit der Gamifizierung des Messprozesses um Nutzerfehler durch den Einsatz geeigneter Spielmechanismen zu minimieren. Dabei wird der Messprozess z.B. in ein Smartphone-Spiel (sog. Minigame) eingebettet, das im Hintergrund bei geeignetem Kontext die Messung durchfĂŒhrt. Zur Entwicklung dieses "Sensified Gaming" getauften Konzepts wurden Kernaufgaben im Participatory Sensing identifiziert und mit aus der Literatur zu sammelnden Spielmechanismen (Game Design Patterns) gegenĂŒbergestellt

    A comparative study on VGI and professional noise data

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    Ponencias, comunicaciones y pósters presentados en el 17th AGILE Conference on Geographic Information Science "Connecting a Digital Europe through Location and Place", celebrado en la Universitat Jaume I del 3 al 6 de junio de 2014.The ubiquitous nature of mobile devices and its growing presence in urban areas, turn them up into low cost environmental monitoring platforms. In this field, several authors made different efforts to provide alternatives to Sensor Networks, to assess noise pollution in cities using crowdsourcing techniques. In this sense, citizens might potentially produce large spatio-temporal datasets using their mobile devices to measure noise levels. There are few attempts of assessing the quality of the mobile noise samples on a real scenario and compare them to commercial data to evaluate if they are reliable enough. This contribution reviews the existing applications to collect or assess the quality of noise samples when they are used as sound level meters. Moreover, it presents the results of our experiment: the volunteer noise dataset generated in a ‘mapping party’ on our campus is compared to professional data. Results show that VGI data might be sufficient for multiple daily situations

    A Collaborative Mobile Crowdsensing System for Smart Cities

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    Nowadays words like Smart City, Internet of Things, Environmental Awareness surround us with the growing interest of Computer Science and Engineering communities. Services supporting these paradigms are definitely based on large amounts of sensed data, which, once obtained and gathered, need to be analyzed in order to build maps, infer patterns, extract useful information. Everything is done in order to achieve a better quality of life. Traditional sensing techniques, like Wired or Wireless Sensor Network, need an intensive usage of distributed sensors to acquire real-world conditions. We propose SenSquare, a Crowdsensing approach based on smartphones and a central coordination server for time-and-space homogeneous data collecting. SenSquare relies on technologies such as CoAP lightweight protocol, Geofencing and the Military Grid Reference System

    Research Study on Significance of Gamification Learning and i- Campus Using Internet of Things Technology-Enabled Infrastructure

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    In this chapter, we discusses the importance of smart i-campus in educational institutes and gamification-based learning to be an integral part of the Internet of Thing (IoT) enabled the smart campus to explain its significance in terms using modern technology in teaching and learning. This research study related to two dimensions different fields, one perspective on fully engaged and enthusiastic learners from gamification part and another perspective on enhanced technology accessibility for the dream i-campus will pretend to be realistic in the near future. Analytical study of smart campus architecture with all features includes classroom laboratories
 etc
 And the gamification significance in terms of knowledge transfer, assessments, microlearning, competition among learners, to engage maximum level, rewards on achievements. It’s emphasis on the need for both approaches in a single platform to the learners for efficient and smart learning environments to set up
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