5,809 research outputs found

    Architecture and Implementation of a Trust Model for Pervasive Applications

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    Collaborative effort to share resources is a significant feature of pervasive computing environments. To achieve secure service discovery and sharing, and to distinguish between malevolent and benevolent entities, trust models must be defined. It is critical to estimate a device\u27s initial trust value because of the transient nature of pervasive smart space; however, most of the prior research work on trust models for pervasive applications used the notion of constant initial trust assignment. In this paper, we design and implement a trust model called DIRT. We categorize services in different security levels and depending on the service requester\u27s context information, we calculate the initial trust value. Our trust value is assigned for each device and for each service. Our overall trust estimation for a service depends on the recommendations of the neighbouring devices, inference from other service-trust values for that device, and direct trust experience. We provide an extensive survey of related work, and we demonstrate the distinguishing features of our proposed model with respect to the existing models. We implement a healthcare-monitoring application and a location-based service prototype over DIRT. We also provide a performance analysis of the model with respect to some of its important characteristics tested in various scenarios

    Assessment in and of serious games: an overview

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    There is a consensus that serious games have a significant potential as a tool for instruction. However, their effectiveness in terms of learning outcomes is still understudied mainly due to the complexity involved in assessing intangible measures. A systematic approach—based on established principles and guidelines—is necessary to enhance the design of serious games, and many studies lack a rigorous assessment. An important aspect in the evaluation of serious games, like other educational tools, is user performance assessment. This is an important area of exploration because serious games are intended to evaluate the learning progress as well as the outcomes. This also emphasizes the importance of providing appropriate feedback to the player. Moreover, performance assessment enables adaptivity and personalization to meet individual needs in various aspects, such as learning styles, information provision rates, feedback, and so forth. This paper first reviews related literature regarding the educational effectiveness of serious games. It then discusses how to assess the learning impact of serious games and methods for competence and skill assessment. Finally, it suggests two major directions for future research: characterization of the player's activity and better integration of assessment in games

    Privacy Mining from IoT-based Smart Homes

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    Recently, a wide range of smart devices are deployed in a variety of environments to improve the quality of human life. One of the important IoT-based applications is smart homes for healthcare, especially for elders. IoT-based smart homes enable elders' health to be properly monitored and taken care of. However, elders' privacy might be disclosed from smart homes due to non-fully protected network communication or other reasons. To demonstrate how serious this issue is, we introduce in this paper a Privacy Mining Approach (PMA) to mine privacy from smart homes by conducting a series of deductions and analyses on sensor datasets generated by smart homes. The experimental results demonstrate that PMA is able to deduce a global sensor topology for a smart home and disclose elders' privacy in terms of their house layouts.Comment: This paper, which has 11 pages and 7 figures, has been accepted BWCCA 2018 on 13th August 201

    Presenting the networked home: a content analysis of promotion material of Ambient Intelligence applications

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    Ambient Intelligence (AmI) for the home uses information and communication technologies to make users’ everyday life more comfortable. AmI is still in its developmental phase and is headed towards the first stages of diffusion. \ud Characteristics of AmI design can be observed, among others, in the promotion material of initial producers. A literature study revealed that AmI originally envisioned a central role for the user, convenience that AmI offers them and that attention should be paid to critical policy issues such as privacy and a potential loss of freedom. A content analysis of current promotion material of several high-tech companies revealed that these original ideas are not all reflected in the material. Attributes which were used most in the promotion material were ‘connectedness’, ‘control’, ‘easiness’ and ‘personalization’. An analysis of the pictures in the promotion material showed that almost half of the pictures contained no humans but appliances. These results only partly correspond to the original vision on AmI, since the emphasis is now on technology. The results represent a serious problem, since both users, as well as critical policy issues are underexposed in the current promotion material
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