87 research outputs found

    Secure Authentication and Privacy-Preserving Techniques in Vehicular Ad-hoc NETworks (VANETs)

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    In the last decade, there has been growing interest in Vehicular Ad Hoc NETworks (VANETs). Today car manufacturers have already started to equip vehicles with sophisticated sensors that can provide many assistive features such as front collision avoidance, automatic lane tracking, partial autonomous driving, suggestive lane changing, and so on. Such technological advancements are enabling the adoption of VANETs not only to provide safer and more comfortable driving experience but also provide many other useful services to the driver as well as passengers of a vehicle. However, privacy, authentication and secure message dissemination are some of the main issues that need to be thoroughly addressed and solved for the widespread adoption/deployment of VANETs. Given the importance of these issues, researchers have spent a lot of effort in these areas over the last decade. We present an overview of the following issues that arise in VANETs: privacy, authentication, and secure message dissemination. Then we present a comprehensive review of various solutions proposed in the last 10 years which address these issues. Our survey sheds light on some open issues that need to be addressed in the future

    Edge Learning for Surveillance Video Uploading Sharing in Public Transport Systems

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    This is the author accepted manuscript. The final version is available from IEEE via the DOI in this recordNowadays, surveillance cameras have been pervasively equipped with vehicles in public transport systems. For the sake of public security, it is crucial to upload recorded surveillance videos to remote servers timely for backup and necessary video analytics. However, continuously uploading video content generated by tens of thousands of vehicles can be extremely bandwidth consuming. In this work, we investigate the video uploading problem for moving buses by proposing to deploy dedicated access points (AP) at bus stops to facilitate video uploading. We define the harmonic objective for our problem, which includes minimizing the video uploading delay and minimizing the AP deployment cost. This problem is with two fundamental challenges. Firstly, it is difficult to balance the bandwidth capacity allocated to many buses because a bus obtains bandwidth resource from a series of APs deployed at stops along its route. Secondly, due to the randomness of bus movement and the complexity of bus routes, it is hard to predict the workload of an AP. Hence, it is challenging to estimate the delay of uploading video content through an AP. To cope with these challenges, we propose a water filling placement (WFP) algorithm, aiming to balance the aggregated bandwidth allocated to each bus. A queuing model is established to analyze the uploading delay of video content. We further resort to machine learning models to factor the influence of bus routes into our queuing model. Finally, a convex problem is formulated to optimize the harmonic objective, which can be optimally solved with the gradient descent (GD) based algorithm. We validate the correctness of our theoretical analysis and demonstrate the effectiveness of our method by carrying out extensive experiments using bus traces collected in Shenzhen city of China. In comparison with benchmark algorithms, our solution can always achieve the best performance.National Key Research and Development Plan of ChinaNational Natural Science Foundation of ChinaMajor Fundamental Research Project in the Science and Technology Plan of ShenzhenShenzhen UniversityAustralia Research Council (ARC

    Cloud Services Brokerage for Mobile Ubiquitous Computing

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    Recently, companies are adopting Mobile Cloud Computing (MCC) to efficiently deliver enterprise services to users (or consumers) on their personalized devices. MCC is the facilitation of mobile devices (e.g., smartphones, tablets, notebooks, and smart watches) to access virtualized services such as software applications, servers, storage, and network services over the Internet. With the advancement and diversity of the mobile landscape, there has been a growing trend in consumer attitude where a single user owns multiple mobile devices. This paradigm of supporting a single user or consumer to access multiple services from n-devices is referred to as the Ubiquitous Cloud Computing (UCC) or the Personal Cloud Computing. In the UCC era, consumers expect to have application and data consistency across their multiple devices and in real time. However, this expectation can be hindered by the intermittent loss of connectivity in wireless networks, user mobility, and peak load demands. Hence, this dissertation presents an architectural framework called, Cloud Services Brokerage for Mobile Ubiquitous Cloud Computing (CSB-UCC), which ensures soft real-time and reliable services consumption on multiple devices of users. The CSB-UCC acts as an application middleware broker that connects the n-devices of users to the multi-cloud services. The designed system determines the multi-cloud services based on the user's subscriptions and the n-devices are determined through device registration on the broker. The preliminary evaluations of the designed system shows that the following are achieved: 1) high scalability through the adoption of a distributed architecture of the brokerage service, 2) providing soft real-time application synchronization for consistent user experience through an enhanced mobile-to-cloud proximity-based access technique, 3) reliable error recovery from system failure through transactional services re-assignment to active nodes, and 4) transparent audit trail through access-level and context-centric provenance

    Game theory for cooperation in multi-access edge computing

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    Cooperative strategies amongst network players can improve network performance and spectrum utilization in future networking environments. Game Theory is very suitable for these emerging scenarios, since it models high-complex interactions among distributed decision makers. It also finds the more convenient management policies for the diverse players (e.g., content providers, cloud providers, edge providers, brokers, network providers, or users). These management policies optimize the performance of the overall network infrastructure with a fair utilization of their resources. This chapter discusses relevant theoretical models that enable cooperation amongst the players in distinct ways through, namely, pricing or reputation. In addition, the authors highlight open problems, such as the lack of proper models for dynamic and incomplete information scenarios. These upcoming scenarios are associated to computing and storage at the network edge, as well as, the deployment of large-scale IoT systems. The chapter finalizes by discussing a business model for future networks.info:eu-repo/semantics/acceptedVersio

    Game theory for collaboration in future networks

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    Cooperative strategies have the great potential of improving network performance and spectrum utilization in future networking environments. This new paradigm in terms of network management, however, requires a novel design and analysis framework targeting a highly flexible networking solution with a distributed architecture. Game Theory is very suitable for this task, since it is a comprehensive mathematical tool for modeling the highly complex interactions among distributed and intelligent decision makers. In this way, the more convenient management policies for the diverse players (e.g. content providers, cloud providers, home providers, brokers, network providers or users) should be found to optimize the performance of the overall network infrastructure. The authors discuss in this chapter several Game Theory models/concepts that are highly relevant for enabling collaboration among the diverse players, using different ways to incentivize it, namely through pricing or reputation. In addition, the authors highlight several related open problems, such as the lack of proper models for dynamic and incomplete information games in this area.info:eu-repo/semantics/acceptedVersio

    A Highly-Available Multiple Region Multi-access Edge Computing Platform with Traffic Failover

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    One of the main challenges in the Multi-access Edge Computing (MEC) is steering traffic from clients to the nearest MEC instances. If the nearest MEC fails, a failover mechanism should provide mitigation by steering the traffic to the next nearest MEC. There are two conventional approaches to solve this problem, i.e., GeoDNS and Internet Protocol (IP) anycast. GeoDNS is not failover friendly because of the Domain Name System (DNS) cache lifetime. Moreover, the use of a recursive resolver may inaccurately translate the IP address to its geolocation. Thus, this thesis studies and proposes a highly available MEC platform leveraging IP anycast. We built a proof-of-concept using Kubernetes, MetalLB, and a custom health-checker running on the GNS3 network emulator. We measured latency, failure percentage, and Mean Time To Repair (MTTR) to observe the system's behavior. The performance evaluation of the proposed solution shows an average recovery time better than one second. The number of failed requests and latency overhead grows linearly as the failover time and latency between two MECs increases. This thesis demonstrates the effectiveness of IP anycast for MEC applications to steer the traffic to the nearest MEC instance and to enhance resiliency with minor overhead

    Distributed Data Management in Vehicular Networks Using Mobile Agents

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    En los últimos años, las tecnologías de la información y las comunicaciones se han incorporado al mundo de la automoción gracias a sus avances, y han permitido la creación de dispositivos cada vez más pequeños y potentes. De esta forma, los vehículos pueden ahora incorporar por un precio asequible equipos informáticos y de comunicaciones.En este escenario, los vehículos que circulan por una determinada zona (como una ciudad o una autopista) pueden comunicarse entre ellos usando dispositivos inalámbricos que les permiten intercambiar información con otros vehículos cercanos, formando así una red vehicular ad hoc, o VANET (Vehicular Ad hoc Network). En este tipo de redes, las comunicaciones se establecen con conexiones punto a punto por medio de dispositivos tipo Wi-Fi, que permiten la comunicación con otros del mismo tipo dentro de su alcance, sin que sea necesaria la existencia previa de una infraestructura de comunicaciones como ocurre con las tecnologías de telefonía móvil (como 3G/4G), que además requieren de una suscripción y el pago de una tarifa para poder usarlas.Cada vehículo puede enviar información y recibirla de diversos orígenes, como el propio vehículo (por medio de los sensores que lleva incorporados), otros vehículos que se encuentran cerca, así como de la infraestructura de tráfico presente en las carreteras (como semáforos, señales, paneles electrónicos de información, cámaras de vigilancia, etc.). Todos estas fuentes pueden transmitir datos de diversa índole, como información de interés para los conductores (por ejemplo, atascos de tráfico o accidentes en la vía), o de cualquier otro tipo, mientras sea posible digitalizarla y enviarla a través de una red.Todos esos datos pueden ser almacenados localmente en los ordenadores que llevan los vehículos a medida que son recibidos, y sería muy interesante poder sacarles partido por medio de alguna aplicación que los explotara. Por ejemplo, podrían utilizarse los vehículos como plataformas móviles de sensores que obtengan datos de los lugares por los que viajan. Otro ejemplo de aplicación sería la de ayudar a encontrar plazas de aparcamiento libres en una zona de una ciudad, usando la información que suministrarían los vehículos que dejan una plaza libre.Con este fin, en esta tesis se ha desarrollado una propuesta de la gestión de datos basada en el uso de agentes móviles para poder hacer uso de la información presente en una VANET de forma eficiente y flexible. Esta no es una tarea trivial, ya que los datos se encuentran dispersos entre los vehículos que forman la red, y dichos vehículos están constantemente moviéndose y cambiando de posición. Esto hace que las conexiones de red establecidas entre ellos sean inestables y de corta duración, ya que están constantemente creándose y destruyéndose a medida que los vehículos entran y salen del alcance de sus comunicaciones debido a sus movimientos.En un escenario tan complicado, la aproximación que proponemos permite que los datos sean localizados, y que se puedan hacer consultas sobre ellos y transmitirlos de un sitio cualquiera de la VANET a otro, usando estrategias multi-salto que se adaptan a las siempre cambiantes posiciones de los vehículos. Esto es posible gracias a la utilización de agentes móviles para el procesamiento de datos, ya que cuentan con una serie de propiedades (como su movilidad, autonomía, adaptabilidad, o inteligencia), que hace que sean una elección muy apropiada para este tipo de entorno móvil y con un elevado grado de incertidumbre.La solución propuesta ha sido extensamente evaluada y probada por medio de simulaciones, que demuestran su buen rendimiento y fiabilidad en redes vehiculares con diferentes condiciones y en diversos escenarios.<br /

    On Cloud-based multisource Reliable Multicast Transport in Broadband Multimedia Satellite Networks

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    Multimedia synchronization, Software Over the Air, Personal Information Management on Cloud networks require new reliable protocols, which reduce the traffic load in the core and edge network. This work shows via simulations the performance of an efficient multicast file delivery, which advantage of the distributed file storage in Cloud computing. The performance evaluation focuses on the case of a personal satellite equipment with error prone channels

    Fog of everything: energy-efficient networked computing architectures, research challenges, and a case study

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    Fog computing (FC) and Internet of Everything (IoE) are two emerging technological paradigms that, to date, have been considered standing-alone. However, because of their complementary features, we expect that their integration can foster a number of computing and network-intensive pervasive applications under the incoming realm of the future Internet. Motivated by this consideration, the goal of this position paper is fivefold. First, we review the technological attributes and platforms proposed in the current literature for the standing-alone FC and IoE paradigms. Second, by leveraging some use cases as illustrative examples, we point out that the integration of the FC and IoE paradigms may give rise to opportunities for new applications in the realms of the IoE, Smart City, Industry 4.0, and Big Data Streaming, while introducing new open issues. Third, we propose a novel technological paradigm, the Fog of Everything (FoE) paradigm, that integrates FC and IoE and then we detail the main building blocks and services of the corresponding technological platform and protocol stack. Fourth, as a proof-of-concept, we present the simulated energy-delay performance of a small-scale FoE prototype, namely, the V-FoE prototype. Afterward, we compare the obtained performance with the corresponding one of a benchmark technological platform, e.g., the V-D2D one. It exploits only device-to-device links to establish inter-thing \u27ad hoc\u27 communication. Last, we point out the position of the proposed FoE paradigm over a spectrum of seemingly related recent research projects
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