68,557 research outputs found

    SPICE: Secure Proximity-Based Infrastructure for Close Encounters

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    We present a crowdsourcing system that extends the capabilities of location-based applications and allows users to connect and exchange information with users in spatial and temporal proximity. We define this incident of spatio-temporal proximity as a \em close encounter. Typically, location-based application users store their information on a server, and trust the server to provide access only to authorized users, not misuse the data or disclose their location history. Our system, called SPICE, addresses these privacy issues by leveraging Wi-Fi access points to connect users and encrypt their information before it is exchanged, so only users in close encounters have access to the information. We present the design of the system and describe the challenges in implementing the protocol in a real-world application

    Perancangan Penyedia Layanan Pemantau Ruangan Untuk Perangkat Bergerak

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    Along with the development of information technology, surveillance or monitoring system is a basic requirement for the site to create a sense of security for its users. Room monitoring systems typically run using a camera which connected to a television or computer monitor to display the video from the camera. This system has a weakness because it can only be accessed through relative proximity and capacity of the memory required to store large video recordings. This research project consists of four stages. The first step is to conduct a review of literature related to this research. The second stage is to design and description of system requirements using UML (Unified Modeling Language). The third phase is create and compile the application program using J2EE programming language. And the last stage is perform a tests on the application server. The result of this final project is the application server that provides a monitoring service room with a capture method using a webcam that can be accessed through mobile devices. Images of the room situation taken with the webcam and stored on the server. Users can view images using a webcam catches mobile devices have been connected with the application server. User can monitor the room from a distance and not interfere with the memory capacity needs for the webcam to take pictures of images that are relatively smaller than the video. The room monitoring program for mobile device it also provides a service where users can perform the camera activation and camera deactivation process. Keywords : Webcam, Server, Mobile Devic

    Mobslinger: The Fastest Mobile in the West.

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    Whilst there is a number of location sensing games emerging for mobile phones, from both commercial and academic sectors, there are few examples of social proximity based games that are effectively position independent. Bluetooth would seem an obvious choice for proximity based games, although the majority of games produced to-date simply uses it to provide a quasi peer to peer connection between users of multiplayer games. This is no-doubt due to the fact that proximity can often be implied from other location sensing technologies and that Bluetooth is often perceived as difficult to employ. In this paper we will show that Bluetooth can provide exciting game scenarios that can enable spontaneous stimulated social interaction using only proximity information. We illustrate this through the design rationale and subsequent implementation of ‘mobslinger’ which is a wild west, quick draw, ‘shoot-em-up’ game using mobile phones

    The live social semantics application: A platform for integrating face-to-face presence with on-line social networking

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    We describe a novel application that integrates real-world data on the face-to-face proximity of individuals with their identities and contacts in on-line social networks. This application was successfully deployed at two conference gatherings, ESWC09 and HT2009, and actively used by hundreds of people. Personal profiles of the participants were automatically generated using several Web 2.0 systems and semantic data sources, and integrated in real-time with face-to-face proximity relations detected using RFID-enabled badges. The integration of these heterogeneous data sources enables various services that enhance the experience of conference attendees, allowing them to explore their social neighbourhood and to connect with other participants. This paper describes the architecture of the application, the services we provided, and the results we achieved in these deployments

    A hybrid indoor localization solution using a generic architectural framework for sparse distributed wireless sensor networks

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    Indoor localization and navigation using wireless sensor networks is still a big challenge if expensive sensor nodes are not involved. Previous research has shown that in a sparse distributed sensor network the error distance is way too high. Even room accuracy can not be guaranteed. In this paper, an easy-to-use generic positioning framework is proposed, which allows users to plug in a single or multiple positioning algorithms. We illustrate the usability of the framework by discussing a new hybrid positioning solution. The combination of a weighted (range-based) and proximity (range-free) algorithm is made. Roth solutions separately have an average error distance of 13.5m and 2.5m respectively. The latter result is quite accurate due to the fact that our testbeds are not sparse distributed. Our hybrid algorithm has an average error distance of 2.66m only using a selected set of nodes, simulating a sparse distributed sensor network. All our experiments have been executed in the iMinds testbed: namely at "de Zuiderpoort". These algorithms are also deployed in two real-life environments: "De Vooruit" and "De Vijvers"
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