222 research outputs found

    Evaluating Sensor Data in the Context of Mobile Crowdsensing

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    With the recent rise of the Internet of Things the prevalence of mobile sensors in our daily life experienced a huge surge. Mobile crowdsensing (MCS) is a new emerging paradigm that realizes the utility and ubiquity of smartphones and more precisely their incorporated smart sensors. By using the mobile phones and data of ordinary citizens, many problems have to be solved when designing an MCS-application. What data is needed in order to obtain the wanted results? Should the calculations be executed locally or on a server? How can the quality of data be improved? How can the data best be evaluated? These problems are addressed by the design of a streamlined approach of how to create an MCS-application while having all these problems in mind. In order to design this approach, an exhaustive literature research on existing MCS-applications was done and to validate this approach a new application was designed with its help. The procedure of designing and implementing this application went smoothly and thus shows the applicability of the approach

    A Soft Range Limited K-Nearest Neighbours Algorithm for Indoor Localization Enhancement

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    This paper proposes a soft range limited K nearest neighbours (SRL-KNN) localization fingerprinting algorithm. The conventional KNN determines the neighbours of a user by calculating and ranking the fingerprint distance measured at the unknown user location and the reference locations in the database. Different from that method, SRL-KNN scales the fingerprint distance by a range factor related to the physical distance between the user's previous position and the reference location in the database to reduce the spatial ambiguity in localization. Although utilizing the prior locations, SRL-KNN does not require knowledge of the exact moving speed and direction of the user. Moreover, to take into account of the temporal fluctuations of the received signal strength indicator (RSSI), RSSI histogram is incorporated into the distance calculation. Actual on-site experiments demonstrate that the new algorithm achieves an average localization error of 0.660.66 m with 80%80\% of the errors under 0.890.89 m, which outperforms conventional KNN algorithms by 45%45\% under the same test environment.Comment: Received signal strength indicator (RSSI), WiFi indoor localization, K-nearest neighbor (KNN), fingerprint-based localizatio

    Wi-Fi Finger-Printing Based Indoor Localization Using Nano-Scale Unmanned Aerial Vehicles

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    Explosive growth in the number of mobile devices like smartphones, tablets, and smartwatches has escalated the demand for localization-based services, spurring development of numerous indoor localization techniques. Especially, widespread deployment of wireless LANs prompted ever increasing interests in WiFi-based indoor localization mechanisms. However, a critical shortcoming of such localization schemes is the intensive time and labor requirements for collecting and building the WiFi fingerprinting database, especially when the system needs to cover a large space. In this thesis, we propose to automate the WiFi fingerprint survey process using a group of nano-scale unmanned aerial vehicles (NAVs). The proposed system significantly reduces the efforts for collecting WiFi fingerprints. Furthermore, since these NAVs explore a 3D space, the WiFi fingerprints of a 3D space can be obtained increasing the localization accuracy. The proposed system is implemented on a commercially available miniature open-source quadcopter platform by integrating a contemporary WiFi - fingerprint - based localization system. Experimental results demonstrate that the localization error is about 2m, which exhibits only about 20cm of accuracy degradation compared with the manual WiFi fingerprint survey methods

    Enhancing the museum experience with a sustainable solution based on contextual information obtained from an on-line analysis of users’ behaviour

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    Human computer interaction has evolved in the last years in order to enhance users’ experiences and provide more intuitive and usable systems. A major leap through in this scenario is obtained by embedding, in the physical environment, sensors capable of detecting and processing users’ context (position, pose, gaze, ...). Feeded by the so collected information flows, user interface paradigms may shift from stereotyped gestures on physical devices, to more direct and intuitive ones that reduce the semantic gap between the action and the corresponding system reaction or even anticipate the user’s needs, thus limiting the overall learning effort and increasing user satisfaction. In order to make this process effective, the context of the user (i.e. where s/he is, what is s/he doing, who s/he is, what are her/his preferences and also actual perception and needs) must be properly understood. While collecting data on some aspects can be easy, interpreting them all in a meaningful way in order to improve the overall user experience is much harder. This is more evident when we consider informal learning environments like museums, i.e. places that are designed to elicit visitor response towards the artifacts on display and the cultural themes proposed. In such a situation, in fact, the system should adapt to the attention paid by the user choosing the appropriate content for the user’s purposes, presenting an intuitive interface to navigate it. My research goal is focused on collecting, in a simple,unobtrusive, and sustainable way, contextual information about the visitors with the purpose of creating more engaging and personalized experiences

    Collaborative Indoor Positioning Systems: A Systematic Review

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    Research and development in Collaborative Indoor Positioning Systems (CIPSs) is growing steadily due to their potential to improve on the performance of their non-collaborative counterparts. In contrast to the outdoors scenario, where Global Navigation Satellite System is widely adopted, in (collaborative) indoor positioning systems a large variety of technologies, techniques, and methods is being used. Moreover, the diversity of evaluation procedures and scenarios hinders a direct comparison. This paper presents a systematic review that gives a general view of the current CIPSs. A total of 84 works, published between 2006 and 2020, have been identified. These articles were analyzed and classified according to the described system’s architecture, infrastructure, technologies, techniques, methods, and evaluation. The results indicate a growing interest in collaborative positioning, and the trend tend to be towards the use of distributed architectures and infrastructure-less systems. Moreover, the most used technologies to determine the collaborative positioning between users are wireless communication technologies (Wi-Fi, Ultra-WideBand, and Bluetooth). The predominant collaborative positioning techniques are Received Signal Strength Indication, Fingerprinting, and Time of Arrival/Flight, and the collaborative methods are particle filters, Belief Propagation, Extended Kalman Filter, and Least Squares. Simulations are used as the main evaluation procedure. On the basis of the analysis and results, several promising future research avenues and gaps in research were identified

    Location reliability and gamification mechanisms for mobile crowd sensing

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    People-centric sensing with smart phones can be used for large scale sensing of the physical world by leveraging the sensors on the phones. This new type of sensing can be a scalable and cost-effective alternative to deploying static wireless sensor networks for dense sensing coverage across large areas. However, mobile people-centric sensing has two main issues: 1) Data reliability in sensed data and 2) Incentives for participants. To study these issues, this dissertation designs and develops McSense, a mobile crowd sensing system which provides monetary and social incentives to users. This dissertation proposes and evaluates two protocols for location reliability as a step toward achieving data reliability in sensed data, namely, ILR (Improving Location Reliability) and LINK (Location authentication through Immediate Neighbors Knowledge). ILR is a scheme which improves the location reliability of mobile crowd sensed data with minimal human efforts based on location validation using photo tasks and expanding the trust to nearby data points using periodic Bluetooth scanning. LINK is a location authentication protocol working independent of wireless carriers, in which nearby users help authenticate each other’s location claims using Bluetooth communication. The results of experiments done on Android phones show that the proposed protocols are capable of detecting a significant percentage of the malicious users claiming false location. Furthermore, simulations with the LINK protocol demonstrate that LINK can effectively thwart a number of colluding user attacks. This dissertation also proposes a mobile sensing game which helps collect crowd sensing data by incentivizing smart phone users to play sensing games on their phones. We design and implement a first person shooter sensing game, “Alien vs. Mobile User”, which employs techniques to attract users to unpopular regions. The user study results show that mobile gaming can be a successful alternative to micro-payments for fast and efficient area coverage in crowd sensing. It is observed that the proposed game design succeeds in achieving good player engagement

    Citizen participation: crowd-sensed sustainable indoor location services

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    In the present era of sustainable innovation, the circular economy paradigm dictates the optimal use and exploitation of existing finite resources. At the same time, the transition to smart infrastructures requires considerable investment in capital, resources and people. In this work, we present a general machine learning approach for offering indoor location awareness without the need to invest in additional and specialised hardware. We explore use cases where visitors equipped with their smart phone would interact with the available WiFi infrastructure to estimate their location, since the indoor requirement poses a limitation to standard GPS solutions. Results have shown that the proposed approach achieves a less than 2m accuracy and the model is resilient even in the case where a substantial number of BSSIDs are dropped.Comment: Preprint submitted to Elsevie

    Acoustic Sensing: Mobile Applications and Frameworks

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    Acoustic sensing has attracted significant attention from both academia and industry due to its ubiquity. Since smartphones and many IoT devices are already equipped with microphones and speakers, it requires nearly zero additional deployment cost. Acoustic sensing is also versatile. For example, it can detect obstacles for distracted pedestrians (BumpAlert), remember indoor locations through recorded echoes (EchoTag), and also understand the touch force applied to mobile devices (ForcePhone). In this dissertation, we first propose three acoustic sensing applications, BumpAlert, EchoTag, and ForcePhone, and then introduce a cross-platform sensing framework called LibAS. LibAS is designed to facilitate the development of acoustic sensing applications. For example, LibAS can let developers prototype and validate their sensing ideas and apps on commercial devices without the detailed knowledge of platform-dependent programming. LibAS is shown to require less than 30 lines of code in Matlab to implement the prototype of ForcePhone on Android/iOS/Tizen/Linux devices.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/143971/1/yctung_1.pd
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