23,983 research outputs found
Crisis Analytics: Big Data Driven Crisis Response
Disasters have long been a scourge for humanity. With the advances in
technology (in terms of computing, communications, and the ability to process
and analyze big data), our ability to respond to disasters is at an inflection
point. There is great optimism that big data tools can be leveraged to process
the large amounts of crisis-related data (in the form of user generated data in
addition to the traditional humanitarian data) to provide an insight into the
fast-changing situation and help drive an effective disaster response. This
article introduces the history and the future of big crisis data analytics,
along with a discussion on its promise, challenges, and pitfalls
Smartphone sensing platform for emergency management
The increasingly sophisticated sensors supported by modern smartphones open
up novel research opportunities, such as mobile phone sensing. One of the most
challenging of these research areas is context-aware and activity recognition.
The SmartRescue project takes advantage of smartphone sensing, processing and
communication capabilities to monitor hazards and track people in a disaster.
The goal is to help crisis managers and members of the public in early hazard
detection, prediction, and in devising risk-minimizing evacuation plans when
disaster strikes. In this paper we suggest a novel smartphone-based
communication framework. It uses specific machine learning techniques that
intelligently process sensor readings into useful information for the crisis
responders. Core to the framework is a content-based publish-subscribe
mechanism that allows flexible sharing of sensor data and computation results.
We also evaluate a preliminary implementation of the platform, involving a
smartphone app that reads and shares mobile phone sensor data for activity
recognition.Comment: 11th International Conference on Information Systems for Crisis
Response and Management ISCRAM2014 (2014
Living Innovation Laboratory Model Design and Implementation
Living Innovation Laboratory (LIL) is an open and recyclable way for
multidisciplinary researchers to remote control resources and co-develop user
centered projects. In the past few years, there were several papers about LIL
published and trying to discuss and define the model and architecture of LIL.
People all acknowledge about the three characteristics of LIL: user centered,
co-creation, and context aware, which make it distinguished from test platform
and other innovation approaches. Its existing model consists of five phases:
initialization, preparation, formation, development, and evaluation.
Goal Net is a goal-oriented methodology to formularize a progress. In this
thesis, Goal Net is adopted to subtract a detailed and systemic methodology for
LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps.
Big data, crowd sourcing, crowd funding and crowd testing take place in
suitable steps to realize UUI, MCC and PCA throughout the innovation process in
LIL 2.0. It would become a guideline for any company or organization to develop
a project in the form of an LIL 2.0 project.
To prove the feasibility of LIL Goal Net Model, it was applied to two real
cases. One project is a Kinect game and the other one is an Internet product.
They were both transformed to LIL 2.0 successfully, based on LIL goal net based
methodology. The two projects were evaluated by phenomenography, which was a
qualitative research method to study human experiences and their relations in
hope of finding the better way to improve human experiences. Through
phenomenographic study, the positive evaluation results showed that the new
generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf
Managing big data experiments on smartphones
The explosive number of smartphones with ever growing sensing and computing capabilities have brought a paradigm shift to many traditional domains of the computing field. Re-programming smartphones and instrumenting them for application testing and data gathering at scale is currently a tedious and time-consuming process that poses significant logistical challenges. Next generation smartphone applications are expected to be much larger-scale and complex, demanding that these undergo evaluation and testing under different real-world datasets, devices and conditions. In this paper, we present an architecture for managing such large-scale data management experiments on real smartphones. We particularly present the building blocks of our architecture that encompassed smartphone sensor data collected by the crowd and organized in our big data repository. The given datasets can then be replayed on our testbed comprising of real and simulated smartphones accessible to developers through a web-based interface. We present the applicability of our architecture through a case study that involves the evaluation of individual components that are part of a complex indoor positioning system for smartphones, coined Anyplace, which we have developed over the years. The given study shows how our architecture allows us to derive novel insights into the performance of our algorithms and applications, by simplifying the management of large-scale data on smartphones
Build an app and they will come? Lessons learnt from trialling the GetThereBus app in rural communities
Acknowledgements The research described here was supported by the award made by the RCUK Digital Economy programme to the dot.rural Digital Economy Hub; award reference: EP/G066051/1.Peer reviewedPostprin
Towards Secure and Safe Appified Automated Vehicles
The advancement in Autonomous Vehicles (AVs) has created an enormous market
for the development of self-driving functionalities,raising the question of how
it will transform the traditional vehicle development process. One adventurous
proposal is to open the AV platform to third-party developers, so that AV
functionalities can be developed in a crowd-sourcing way, which could provide
tangible benefits to both automakers and end users. Some pioneering companies
in the automotive industry have made the move to open the platform so that
developers are allowed to test their code on the road. Such openness, however,
brings serious security and safety issues by allowing untrusted code to run on
the vehicle. In this paper, we introduce the concept of an Appified AV platform
that opens the development framework to third-party developers. To further
address the safety challenges, we propose an enhanced appified AV design schema
called AVGuard, which focuses primarily on mitigating the threats brought about
by untrusted code, leveraging theory in the vehicle evaluation field, and
conducting program analysis techniques in the cybersecurity area. Our study
provides guidelines and suggested practice for the future design of open AV
platforms
ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY
The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience.
This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application.
Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable
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