26 research outputs found

    A novel mathematical framework for similarity-based opportunistic social networks

    Get PDF
    In this paper we study social networks as an enabling technology for new applications and services leveraging, largely unutilized, opportunistic mobile encounters. More specifically, we quantify mobile user similarity and introduce a novel mathematical framework, grounded in information theory, to characterize fundamental limits and quantify the performance of sample knowledge sharing strategies. First, we introduce generalized, non-temporal and temporal profile structures, beyond geographic location, as a probability mass function. Second, we examine classic and information-theoretic similarity metrics using data in the public domain. A noticeable finding is that temporal metrics give lower similarity indices on the average (i.e., conservative) compared to non-temporal metrics, due to leveraging the wealth of information in the temporal dimension. Third, we introduce a novel mathematical framework that establishes fundamental limits for knowledge sharing among similar opportunistic users. Finally, we show numerical results quantifying the cumulative knowledge gain over time and its upper bound, the knowledge gain limit, using public smartphone data for the user behavior and mobility traces, in the case of fixed as well as mobile scenarios. The presented results provide valuable insights highlighting the key role of the introduced information-theoretic framework in motivating future research along this ripe research direction, studying diverse scenarios as well as novel knowledge sharing strategies

    Enhanced Interest Aware PeopleRank for Opportunistic Mobile Social Networks

    Get PDF
    Network infrastructures are being continuously challenged by increased demand, resource-hungry applications, and at times of crisis when people need to work from homes such as the current Covid-19 epidemic situation, where most of the countries applied partial or complete lockdown and most of the people worked from home. Opportunistic Mobile Social Networks (OMSN) prove to be a great candidate to support existing network infrastructures. However, OMSNs have copious challenges comprising frequent disconnections and long delays. we aim to enhance the performance of OMSNs including delivery ratio and delay. We build upon an interest-aware social forwarding algorithm, namely Interest Aware PeopleRank (IPeR). We explored three pillars for our contribution, which encompass (1) inspect more than one hop (multiple hops) based on IPeR (MIPeR), (2) by embracing directional forwarding (Directional-IPeR), and (3) by utilizing a combination of Directional forwarding and multi-hop forwarding (DMIPeR). For Directional-IPeR, different values of the tolerance factor of IPeR, such as 25% and 75%, are explored to inspect variations of Directional-IPeR. Different interest distributions and users’ densities are simulated using the Social-Aware Opportunistic Forwarding Simulator (SAROS). The results show that (1) adding multiple hops to IPeR enhanced the delivery ratio, number of reached interested forwarders, and delay slightly. However, it increased the cost and decreased F-measure hugely. Consequently, there is no significant gain in these algorithms. (2) Directional-IPeR-75 performed generally better than IPeR in delivery ratio, and the number of reached interested forwarders. Besides, when some of the uninterested forwarders did not participate in messages delivery, which is a realistic behavior, the performance is enhanced and performed better generally in all metrics compared to IPeR. (3) Adding multiple hops to directional guided IPeR did not gain any enhancement. (4) Directional-IPeR-75 performs better in high densities in all metrics except delay. Even though, it enhances delay in sparse environments. Consequently, it can be utilized in disastrous areas, in which few people are with low connectivity and spread over a big area. In addition, it can be used in rural areas as well where there is no existing networks

    Report on a Working Session on Security in Wireless Ad Hoc Networks

    Get PDF
    No abstrac

    Cooperation of Nodes. In: L. Buttyan and J.-P. Hubaux (eds.), Report on a Working Session on Security in Wireless Ad Hoc Networks

    Get PDF
    In mobile ad-hoc networks nodes need to cooperate to communicate, but there are many reasons for non-cooperation. Saving power or preventing other nodes from obstructing a service are merely selfish reasons for non-cooperation, whereas nodes may also actively and maliciously deny service or divert traffic for all sorts of attacks. However, without an infrastructure to rely on, nodes depend on each other`s cooperation. In game-theoretic terms, this is a dilemma. The dominating strategy for individual nodes is not to cooperate, as cooperation consumes resources and it might result in a disadvantage. But if every node follows that strategy, the outcome is undesirable for everyone as it results in a non functional or entirely absent network. Our goals are to increase cooperation by proactively giving selfish nodes an incentive to cooperate, as well as reactively isolate selfish or malicious nodes such that they cannot continue their misbehavior. To make cooperation in mobile ad-hoc networks attractive we have to make sure that selfish behavior, i.e., a behavior that maximizes the utility of a node, leads to an outcome that is also beneficial for the network

    A trading model and security regime for mobile e-commerce via ad hoc wireless networking

    Get PDF
    Ad hoc wireless networking offers mobile computer users the prospect of trading with others in their vicinity anywhere anytime. This thesis explores the potential for developing such trading applications. A notable difficulty in designing their security services is being unable to use trusted parties. No one can be guaranteed present in each ad hoc wireless network session. A side benefit is that their costs don't have to be paid for. A reference model is defined for ad hoc m-commerce and a threat model is for- mulated of its security vulnerabilities. They are used to elicit security objectives and requirements for such trading systems. Possible countermeasures to address the threats are critically analysed and used to design security services to mitigate them. They include a self-organised P2P identity support scheme using PGP cer- tificates; a distributed reputation system backed by sanctions; a group membership service based on membership vouchers, quorate decisions by some group members and partial membership lists; and a security warning scheme. Security analysis of the schemes shows that they can mitigate the threats to an adequate degree to meet the trading system's security objectives and requirements if users take due care when trading within it. Formal verification of the system shows that it satisfies certain safety properties

    Towards a framework for socially interactive robots

    Get PDF
    250 p.En las últimas décadas, la investigación en el campo de la robótica social ha crecido considerablemente. El desarrollo de diferentes tipos de robots y sus roles dentro de la sociedad se están expandiendo poco a poco. Los robots dotados de habilidades sociales pretenden ser utilizados para diferentes aplicaciones; por ejemplo, como profesores interactivos y asistentes educativos, para apoyar el manejo de la diabetes en niños, para ayudar a personas mayores con necesidades especiales, como actores interactivos en el teatro o incluso como asistentes en hoteles y centros comerciales.El equipo de investigación RSAIT ha estado trabajando en varias áreas de la robótica, en particular,en arquitecturas de control, exploración y navegación de robots, aprendizaje automático y visión por computador. El trabajo presentado en este trabajo de investigación tiene como objetivo añadir una nueva capa al desarrollo anterior, la capa de interacción humano-robot que se centra en las capacidades sociales que un robot debe mostrar al interactuar con personas, como expresar y percibir emociones, mostrar un alto nivel de diálogo, aprender modelos de otros agentes, establecer y mantener relaciones sociales, usar medios naturales de comunicación (mirada, gestos, etc.),mostrar personalidad y carácter distintivos y aprender competencias sociales.En esta tesis doctoral, tratamos de aportar nuestro grano de arena a las preguntas básicas que surgen cuando pensamos en robots sociales: (1) ¿Cómo nos comunicamos (u operamos) los humanos con los robots sociales?; y (2) ¿Cómo actúan los robots sociales con nosotros? En esa línea, el trabajo se ha desarrollado en dos fases: en la primera, nos hemos centrado en explorar desde un punto de vista práctico varias formas que los humanos utilizan para comunicarse con los robots de una maneranatural. En la segunda además, hemos investigado cómo los robots sociales deben actuar con el usuario.Con respecto a la primera fase, hemos desarrollado tres interfaces de usuario naturales que pretenden hacer que la interacción con los robots sociales sea más natural. Para probar tales interfaces se han desarrollado dos aplicaciones de diferente uso: robots guía y un sistema de controlde robot humanoides con fines de entretenimiento. Trabajar en esas aplicaciones nos ha permitido dotar a nuestros robots con algunas habilidades básicas, como la navegación, la comunicación entre robots y el reconocimiento de voz y las capacidades de comprensión.Por otro lado, en la segunda fase nos hemos centrado en la identificación y el desarrollo de los módulos básicos de comportamiento que este tipo de robots necesitan para ser socialmente creíbles y confiables mientras actúan como agentes sociales. Se ha desarrollado una arquitectura(framework) para robots socialmente interactivos que permite a los robots expresar diferentes tipos de emociones y mostrar un lenguaje corporal natural similar al humano según la tarea a realizar y lascondiciones ambientales.La validación de los diferentes estados de desarrollo de nuestros robots sociales se ha realizado mediante representaciones públicas. La exposición de nuestros robots al público en esas actuaciones se ha convertido en una herramienta esencial para medir cualitativamente la aceptación social de los prototipos que estamos desarrollando. De la misma manera que los robots necesitan un cuerpo físico para interactuar con el entorno y convertirse en inteligentes, los robots sociales necesitan participar socialmente en tareas reales para las que han sido desarrollados, para así poder mejorar su sociabilida

    Interacting "Through the Display"

    Get PDF
    The increasing availability of displays at lower costs has led to a proliferation of such in our everyday lives. Additionally, mobile devices are ready to hand and have been proposed as interaction devices for external screens. However, only their input mechanism was taken into account without considering three additional factors in environments hosting several displays: first, a connection needs to be established to the desired target display (modality). Second, screens in the environment may be re-arranged (flexibility). And third, displays may be out of the user’s reach (distance). In our research we aim to overcome the problems resulting from these characteristics. The overall goal is a new interaction model that allows for (1) a non-modal connection mechanism for impromptu use on various displays in the environment, (2) interaction on and across displays in highly flexible environments, and (3) interacting at variable distances. In this work we propose a new interaction model called through the display interaction which enables users to interact with remote content on their personal device in an absolute and direct fashion. To gain a better understanding of the effects of the additional characteristics, we implemented two prototypes each of which investigates a different distance to the target display: LucidDisplay allows users to place their mobile device directly on top of a larger external screen. MobileVue on the other hand enables users to interact with an external screen at a distance. In each of these prototypes we analyzed their effects on the remaining two criteria – namely the modality of the connection mechanism as well as the flexibility of the environment. With the findings gained in this initial phase we designed Shoot & Copy, a system that allows the detection of screens purely based on their visual content. Users aim their personal device’s camera at the target display which then appears in live video shown in the viewfinder. To select an item, users take a picture which is analyzed to determine the targeted region. We further extended this approach to multiple displays by using a centralized component serving as gateway to the display environment. In Tap & Drop we refined this prototype to support real-time feedback. Instead of taking pictures, users can now aim their mobile device at the display resulting and start interacting immediately. In doing so, we broke the rigid sequential interaction of content selection and content manipulation. Both prototypes allow for (1) connections in a non-modal way (i.e., aim at the display and start interacting with it) from the user’s point of view and (2) fully flexible environments (i.e., the mobile device tracks itself with respect to displays in the environment). However, the wide-angle lenses and thus greater field of views of current mobile devices still do not allow for variable distances. In Touch Projector, we overcome this limitation by introducing zooming in combination with temporarily freezing the video image. Based on our extensions to taxonomy of mobile device interaction on external displays, we created a refined model of interacting through the display for mobile use. It enables users to interact impromptu without explicitly establishing a connection to the target display (non-modal). As the mobile device tracks itself with respect to displays in the environment, the model further allows for full flexibility of the environment (i.e., displays can be re-arranged without affecting on the interaction). And above all, users can interact with external displays regardless of their actual size at variable distances without any loss of accuracy.Die steigende Verfügbarkeit von Bildschirmen hat zu deren Verbreitung in unserem Alltag geführt. Ferner sind mobile Geräte immer griffbereit und wurden bereits als Interaktionsgeräte für zusätzliche Bildschirme vorgeschlagen. Es wurden jedoch nur Eingabemechanismen berücksichtigt ohne näher auf drei weitere Faktoren in Umgebungen mit mehreren Bildschirmen einzugehen: (1) Beide Geräte müssen verbunden werden (Modalität). (2) Bildschirme können in solchen Umgebungen umgeordnet werden (Flexibilität). (3) Monitore können außer Reichweite sein (Distanz). Wir streben an, die Probleme, die durch diese Eigenschaften auftreten, zu lösen. Das übergeordnete Ziel ist ein Interaktionsmodell, das einen nicht-modalen Verbindungsaufbau für spontane Verwendung von Bildschirmen in solchen Umgebungen, (2) Interaktion auf und zwischen Bildschirmen in flexiblen Umgebungen, und (3) Interaktionen in variablen Distanzen erlaubt. Wir stellen ein Modell (Interaktion durch den Bildschirm) vor, mit dem Benutzer mit entfernten Inhalten in direkter und absoluter Weise auf ihrem Mobilgerät interagieren können. Um die Effekte der hinzugefügten Charakteristiken besser zu verstehen, haben wir zwei Prototypen für unterschiedliche Distanzen implementiert: LucidDisplay erlaubt Benutzern ihr mobiles Gerät auf einen größeren, sekundären Bildschirm zu legen. Gegensätzlich dazu ermöglicht MobileVue die Interaktion mit einem zusätzlichen Monitor in einer gewissen Entfernung. In beiden Prototypen haben wir dann die Effekte der verbleibenden zwei Kriterien (d.h. Modalität des Verbindungsaufbaus und Flexibilität der Umgebung) analysiert. Mit den in dieser ersten Phase erhaltenen Ergebnissen haben wir Shoot & Copy entworfen. Dieser Prototyp erlaubt die Erkennung von Bildschirmen einzig über deren visuellen Inhalt. Benutzer zeigen mit der Kamera ihres Mobilgeräts auf einen Bildschirm dessen Inhalt dann in Form von Video im Sucher dargestellt wird. Durch die Aufnahme eines Bildes (und der darauf folgenden Analyse) wird Inhalt ausgewählt. Wir haben dieses Konzept zudem auf mehrere Bildschirme erweitert, indem wir eine zentrale Instanz verwendet haben, die als Schnittstelle zur Umgebung agiert. Mit Tap & Drop haben wir den Prototyp verfeinert, um Echtzeit-Feedback zu ermöglichen. Anstelle der Bildaufnahme können Benutzer nun ihr mobiles Gerät auf den Bildschirm richten und sofort interagieren. Dadurch haben wir die strikt sequentielle Interaktion (Inhalt auswählen und Inhalt manipulieren) aufgebrochen. Beide Prototypen erlauben bereits nicht-modale Verbindungsmechanismen in flexiblen Umgebungen. Die in heutigen Mobilgeräten verwendeten Weitwinkel-Objektive erlauben jedoch nach wie vor keine variablen Distanzen. Mit Touch Projector beseitigen wir diese Einschränkung, indem wir Zoomen in Kombination mit einer vorübergehenden Pausierung des Videos im Sucher einfügen. Basierend auf den Erweiterungen der Klassifizierung von Interaktionen mit zusätzlichen Bildschirmen durch mobile Geräte haben wir ein verbessertes Modell (Interaktion durch den Bildschirm) erstellt. Es erlaubt Benutzern spontan zu interagieren, ohne explizit eine Verbindung zum zweiten Bildschirm herstellen zu müssen (nicht-modal). Da das mobile Gerät seinen räumlichen Bezug zu allen Bildschirmen selbst bestimmt, erlaubt unser Modell zusätzlich volle Flexibilität in solchen Umgebungen. Darüber hinaus können Benutzer mit zusätzlichen Bildschirmen (unabhängig von deren Größe) in variablen Entfernungen interagieren

    Cooperative Data Backup for Mobile Devices

    Get PDF
    Les dispositifs informatiques mobiles tels que les ordinateurs portables, assistants personnels et téléphones portables sont de plus en plus utilisés. Cependant, bien qu'ils soient utilisés dans des contextes où ils sont sujets à des endommagements, à la perte, voire au vol, peu de mécanismes permettent d'éviter la perte des données qui y sont stockées. Dans cette thèse, nous proposons un service de sauvegarde de données coopératif pour répondre à ce problème. Cette approche tire parti de communications spontanées entre de tels dispositifs, chaque dispositif stockant une partie des données des dispositifs rencontrés. Une étude analytique des gains de cette approche en termes de sûreté de fonctionnement est proposée. Nous étudions également des mécanismes de stockage réparti adaptés. Les problèmes de coopération entre individus mutuellement suspicieux sont également abordés. Enfin, nous décrivons notre mise en oeuvre du service de sauvegarde coopérative. ABSTRACT : Mobile devices such as laptops, PDAs and cell phones are increasingly relied on but are used in contexts that put them at risk of physical damage, loss or theft. However, few mechanisms are available to reduce the risk of losing the data stored on these devices. In this dissertation, we try to address this concern by designing a cooperative backup service for mobile devices. The service leverages encounters and spontaneous interactions among participating devices, such that each device stores data on behalf of other devices. We first provide an analytical evaluation of the dependability gains of the proposed service. Distributed storage mechanisms are explored and evaluated. Security concerns arising from thecooperation among mutually suspicious principals are identified, and core mechanisms are proposed to allow them to be addressed. Finally, we present our prototype implementation of the cooperative backup servic
    corecore