122 research outputs found

    Perbandingan Fitur Smartphone, Pemanfaatan Dan Tingkat Usability Pada Android Dan iOS Platforms

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    Android dan iOS nowadays have become the most dominating operating system in smartphone markets. These two operating system continue to grow rapidly in terms of technology as well as the number of devices that exist in the world. However, consumers are still lacking of understanding on how to compare these two operating systems from various of aspects. So, this research is being conducted with the purpose to learn about the comparison of these two operating system in terms of features, utilizations and usability. Method that is being used in this research is descriptive analysis which in comparison of features and utilizations are using documentation and observation as data collection technique. For usability comparison is using questionnaire technique. Result of the research has shown that Android and iOS each have their unique features such as Google Hangouts with i-Message and Smart Caller ID with Facetime. Afterwards, comparison of utilizations has shown that Android is mostly being used for communication as for iOS more for information searching. Meanwhile, for descriptive result of usability has shown that Android and iOS have the same level of ease of use which is good

    Concevoir des applications internet des objets sémantiques

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    According to Cisco's predictions, there will be more than 50 billions of devices connected to the Internet by 2020.The devices and produced data are mainly exploited to build domain-specific Internet of Things (IoT) applications. From a data-centric perspective, these applications are not interoperable with each other.To assist users or even machines in building promising inter-domain IoT applications, main challenges are to exploit, reuse, interpret and combine sensor data.To overcome interoperability issues, we designed the Machine-to-Machine Measurement (M3) framework consisting in:(1) generating templates to easily build Semantic Web of Things applications, (2) semantically annotating IoT data to infer high-level knowledge by reusing as much as possible the domain knowledge expertise, and (3) a semantic-based security application to assist users in designing secure IoT applications.Regarding the reasoning part, stemming from the 'Linked Open Data', we propose an innovative idea called the 'Linked Open Rules' to easily share and reuse rules to infer high-level abstractions from sensor data.The M3 framework has been suggested to standardizations and working groups such as ETSI M2M, oneM2M, W3C SSN ontology and W3C Web of Things. Proof-of-concepts of the flexible M3 framework have been developed on the cloud (http://www.sensormeasurement.appspot.com/) and embedded on Android-based constrained devices.Selon les prĂ©visions de Cisco , il y aura plus de 50 milliards d'appareils connectĂ©s Ă  Internet d'ici 2020. Les appareils et les donnĂ©es produites sont principalement exploitĂ©es pour construire des applications « Internet des Objets (IdO) ». D'un point de vue des donnĂ©es, ces applications ne sont pas interopĂ©rables les unes avec les autres. Pour aider les utilisateurs ou mĂȘme les machines Ă  construire des applications 'Internet des Objets' inter-domaines innovantes, les principaux dĂ©fis sont l'exploitation, la rĂ©utilisation, l'interprĂ©tation et la combinaison de ces donnĂ©es produites par les capteurs. Pour surmonter les problĂšmes d'interopĂ©rabilitĂ©, nous avons conçu le systĂšme Machine-to-Machine Measurement (M3) consistant Ă : (1) enrichir les donnĂ©es de capteurs avec les technologies du web sĂ©mantique pour dĂ©crire explicitement leur sens selon le contexte, (2) interprĂ©ter les donnĂ©es des capteurs pour en dĂ©duire des connaissances supplĂ©mentaires en rĂ©utilisant autant que possible la connaissance du domaine dĂ©finie par des experts, et (3) une base de connaissances de sĂ©curitĂ© pour assurer la sĂ©curitĂ© dĂšs la conception lors de la construction des applications IdO. Concernant la partie raisonnement, inspirĂ© par le « Web de donnĂ©es », nous proposons une idĂ©e novatrice appelĂ©e le « Web des rĂšgles » afin de partager et rĂ©utiliser facilement les rĂšgles pour interprĂ©ter et raisonner sur les donnĂ©es de capteurs. Le systĂšme M3 a Ă©tĂ© suggĂ©rĂ© Ă  des normalisations et groupes de travail tels que l'ETSI M2M, oneM2M, W3C SSN et W3C Web of Things. Une preuve de concept de M3 a Ă©tĂ© implĂ©mentĂ©e et est disponible sur le web (http://www.sensormeasurement.appspot.com/) mais aussi embarqu

    SECURITY AND PRIVACY ASPECTS OF MOBILE PLATFORMS AND APPLICATIONS

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    Mobile smart devices (such as smartphones and tablets) emerged to dominant computing platforms for end-users. The capabilities of these convenient mini-computers seem nearly boundless: They feature compelling computing power and storage resources, new interfaces such as Near Field Communication (NFC) and Bluetooth Low Energy (BLE), connectivity to cloud services, as well as a vast number and variety of apps. By installing these apps, users can turn a mobile device into a music player, a gaming console, a navigation system, a business assistant, and more. In addition, the current trend of increased screen sizes make these devices reasonable replacements for traditional (mobile) computing platforms such as laptops. On the other hand, mobile platforms process and store the extensive amount of sensitive information about their users, ranging from the user’s location data to credentials for online banking and enterprise Virtual Private Networks (VPNs). This raises many security and privacy concerns and makes mobile platforms attractive targets for attackers. The rapid increase in number, variety and sophistication of attacks demonstrate that the protection mechanisms offered by mobile systems today are insufficient and improvements are necessary in order to make mobile devices capable of withstanding modern security and privacy threats. This dissertation focuses on various aspects of security and privacy of mobile platforms. In particular, it consists of three parts: (i) advanced attacks on mobile platforms and countermeasures; (ii) online authentication security for mobile systems, and (iii) secure mobile applications and services. Specifically, the first part of the dissertation concentrates on advanced attacks on mobile platforms, such as code re-use attacks that hijack execution flow of benign apps without injecting malicious code, and application-level privilege escalation attacks that allow malicious or compromised apps to gain more privileges than were initially granted. In this context, we develop new advanced code re-use attack techniques that can bypass deployed protection mechanisms (e.g., Address Space Layout Randomization (ASLR)) and cannot be detected by any of the existing security tools (e.g., return address checkers). Further, we investigate the problem of application-level privilege escalation attacks on mobile platforms like Android, study and classify them, develop proof of concept exploits and propose countermeasures against these attacks. Our countermeasures can mitigate all types of application-level privilege escalation attacks, in contrast to alternative solutions proposed in literature. In the second part of the dissertation we investigate online authentication schemes frequently utilized by mobile users, such as the most common web authentication based upon the user’s passwords and the recently widespread mobile 2-factor authentication (2FA) which extends the password-based approach with a secondary authenticator sent to a user’s mobile device or generated on it (e.g, a One-time Password (OTP) or Transaction Authentication Number (TAN)). In this context we demonstrate various weaknesses of mobile 2FA schemes deployed for login verification by global Internet service providers (such as Google, Dropbox, Twitter, and Facebook) and by a popular Google Authenticator app. These weaknesses allow an attacker to impersonate legitimate users even if their mobile device with the secondary authenticator is not compromised. We then go one step further and develop a general attack method for bypassing mobile 2FA schemes. Our method relies on a cross-platform infection (mobile-to-PC or PC-to-mobile) as a first step in order to compromise the Personal Computer (PC) and a mobile device of the same user. We develop proof-of-concept prototypes for a cross-platform infection and show how an attacker can bypass various instantiations of mobile 2FA schemes once both devices, PC and the mobile platform, are infected. We then deliver proof-of-concept attack implementations that bypass online banking solutions based on SMS-based TANs and visual cryptograms, as well as login verification schemes deployed by various Internet service providers. Finally, we propose a wallet-based secure solution for password-based authentication which requires no secondary authenticator, and yet provides better security guaranties than, e.g., mobile 2FA schemes. The third part of the dissertation concerns design and development of security sensitive mobile applications and services. In particular, our first application allows mobile users to replace usual keys (for doors, cars, garages, etc.) with their mobile devices. It uses electronic access tokens which are generated by the central key server and then downloaded into mobile devices for user authentication. Our solution protects access tokens in transit (e.g., while they are downloaded on the mobile device) and when they are stored and processed on the mobile platform. The unique feature of our solution is offline delegation: Users can delegate (a portion of) their access rights to other users without accessing the key server. Further, our solution is efficient even when used with constraint communication interfaces like NFC. The second application we developed is devoted to resource sharing among mobile users in ad-hoc mobile networks. It enables users to, e.g., exchange files and text messages, or share their tethering connection. Our solution addresses security threats specific to resource sharing and features the required security mechanisms (e.g., access control of resources, pseudonymity for users, and accountability for resource use). One of the key features of our solution is a privacy-preserving access control of resources based on FoF Finder (FoFF) service, which provides a user-friendly means to configure access control based upon information from social networks (e.g., friendship information) while preserving user privacy (e.g., not revealing their social network identifiers). The results presented in this dissertation were included in several peer-reviewed publications and extended technical reports. Some of these publications had significant impact on follow up research. For example, our publications on new forms of code re-use attacks motivated researchers to develop more advanced forms of ASLR and to re-consider the idea of using Control-Flow Integrity (CFI). Further, our work on application-level privilege escalation attacks was followed by many other publications addressing this problem. Moreover, our access control solution using mobile devices as access tokens demonstrated significant practical impact: in 2013 it was chosen as a highlight of CeBIT – the world’s largest international computer expo, and was then deployed by a large enterprise to be used by tens of thousands of company employees and millions of customers

    Towards a Practitioner Model of Mobile Music

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    This practice-based research investigates the mobile paradigm in the context of electronic music, sound and performance; it considers the idea of mobile as a lens through which a new model of electronic music performance can be interrogated. This research explores mobile media devices as tools and modes of artistic expression in everyday contexts and situations. While many of the previous studies have tended to focus upon the design and construction of new hardware and software systems, this research puts performance practice at the centre of its analysis. This research builds a methodological and practical framework that draws upon theories of mobile-mediated aurality, rhetoric on the practice of walking, relational aesthetics, and urban and natural environments as sites for musical performance. The aim is to question the spaces commonly associated with electronic music – where it is situated, listened to and experienced. This thesis concentrates on the creative use of existing systems using generic mobile devices – smartphones, tablets and HD cameras – and commercially available apps. It will describe the development, implementation and evaluation of a self-contained performance system utilising digital signal processing apps and the interconnectivity of an inter-app routing system. This is an area of investigation that other research programmes have not addressed in any depth. This research’s enquiries will be held in dynamic and often unpredictable conditions, from navigating busy streets to the fold down shelf on the back of a train seat, as a solo performer or larger groups of players, working with musicians, nonmusicians and other participants. Along the way, it examines how ubiquitous mobile technology and its total access might promote inclusivity and creativity through the cultural adhesive of mobile media. This research aims to explore how being mobile has unrealised potential to change the methods and experiences of making electronic music, to generate a new kind of performer identity and as a consequence lead towards a practitioner model of mobile music

    Bagadus App: Notational data capture and instant video analysis using mobile devices

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    Enormous amounts of money and other resources are poured into professional soccer today. Teams will do anything to get a competitive advantage, including investing heavily in new technology for player development and analysis. In this thesis, we investigate and implement an instant analytical system that captures sports notational data and combines it with high-quality virtual view video from the Bagadus system, removing the manual labor of traditional video analysis. We present a multi-platform mobile application and a playback system, which together act as a state-of-the-art analytical tool providing soccer experts with the means of capturing annotations and immediately play back zoomable and pannable video on stadium big screens, computers and mobile devices. By controlling remote playback and drawing on video through the app, sports professionals can provide instant, video-backed analysis of interesting situations on the pitch to players, analysts or even spectators. We investigate how to best design, implement and combine these components into a Instant Replay Analytical Subsystem for the Bagadus project to create anautomated way of viewing and controlling video based on annotations. We describe how the system is optimized in terms of performance, to achieve real-time video control and drawing; scalability, by minimizing network data and memory usage; and usability, through a user-tested interface optimized for accuracy and speed for notational data capture, as well as user customization based on roles and easy filtering of annotations. The system has been tested and adapted through real life scenarios at Alfheim Stadium for TromsĂž Idrettslag (TIL) and at Ullevaal Stadion for the Norway national football team

    Bagadus App: Notational data capture and instant video analysis using mobile devices

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    Enormous amounts of money and other resources are poured into professional soccer today. Teams will do anything to get a competitive advantage, including investing heavily in new technology for player development and analysis. In this thesis, we investigate and implement an instant analytical system that captures sports notational data and combines it with high-quality virtual view video from the Bagadus system, removing the manual labor of traditional video analysis. We present a multi-platform mobile application and a playback system, which together act as a state-of-the-art analytical tool providing soccer experts with the means of capturing annotations and immediately play back zoomable and pannable video on stadium big screens, computers and mobile devices. By controlling remote playback and drawing on video through the app, sports professionals can provide instant, video-backed analysis of interesting situations on the pitch to players, analysts or even spectators. We investigate how to best design, implement and combine these components into a Instant Replay Analytical Subsystem for the Bagadus project to create an automated way of viewing and controlling video based on annotations. We describe how the system is optimized in terms of performance, to achieve real-time video control and drawing; scalability, by minimizing network data and memory usage; and usability, through a user tested interface optimized for accuracy and speed for notational data capture, as well as user customization based on roles and easy filtering of annotations. The system has been tested and adapted through real life scenarios at Alfheim Stadium for TromsĂž Idrettslag (TIL) and at Ullevaal Stadion for the Norway national football team

    Community memories for sustainable societies: The case of environmental noise

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    Sustainability is the main challenge faced by humanity today on global and local scales. Most environmental problems can be seen as the tragic overexploitation of a commons. In this dissertation we investigate how the latest developments within computer science and ICT can be applied to establish participatory, low-cost tools and practices that enable citizens to monitor, raise awareness about, and contribute to the sustainable management of the commons they rely on, and thereby protect or improve their quality of life. As a general approach we propose the use of community memories – as central data repositories and points of interaction for community members and other stakeholders – and the novel combination of participatory mobile sensing and social tagging – as a low-cost means to collect quantitative and qualitative data about the state of the commons and the health, well-being, behaviour and opinion of those that depend on it. Through applied, interdisciplinary research we develop a concrete solution for a specific, socially relevant problem, namely that of environmental noise – commonly referred to as noise pollution. Under the name NoiseTube we present an operational system that enables a participatory, low-cost approach to the assessment of environmental noise and its impact on citizens’ quality of life. This approach can be applied in the scope of citizen- or authority-led initiatives. The NoiseTube system consists of a sensing application – which turns mobile phones into a sound level meters and allows users to comment on their experience via social tagging – and a community memory – which aggregates and processes data collected by participants anywhere. The system supports and has been tested and deployed at different levels of scale – personal, group and mass sensing. Since May 2009 NoiseTube has been used by hundreds, if not thousands, of people all around the world, allowing us to draw lessons regarding the feasibility of different deployment, collaboration and coordination scenarios for participatory sensing in general. While similar systems have been proposed ours is the completest and most widely used participatory noise mapping solution to date. Our validation experiments demonstrate that the accuracy of mobile phones as sound level meters can be brought to an acceptable level through calibration and statistical reasoning. Through coordinated NoiseTube campaigns with volunteering citizens we establish that participatory noise mapping is a suitable alternative for, or a valuable complement to, conventional methods applied by authorities

    Distributed Algorithms for Location Based Services

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    Real-time localization services are some of the most challenging and interesting mobile broadband applications in the Location Based Services (LBS) world. They are gaining more and more importance for a broad range of applications, such as road/highway monitoring, emergency management, social networking, and advertising. This Ph.D. thesis focuses on the problem of defining a new category of decentralized peer-to-peer (P2P) algorithms for LBS. We aim at defining a P2P overlay where each participant can efficiently retrieve node and resource information (data or services) located near any chosen geographic position. The idea is that the responsibility and the required resources for maintaining information about position of active users are properly distributed among nodes, for which a change in the set of participants causes only a minimal amount of disruption without reducing the quality of provided services. In this thesis we will assess the validity of the proposed model through a formal analysis of the routing protocol and a detailed simulative investigation of the designed overlay. We will depict a complete picture of involved parameters, how they affect the performance and how they can be configured to adapt the protocol to the requirements of several location based applications. Furthermore we will present two application scenarios (a smartphone based Traffic Information System and a large information management system for a SmartCity) where the designed protocol has been simulated and evaluated, as well as the first prototype of a real implementation of the overlay using both traditional PC nodes and Android mobile devices

    Taking Ontario Mobile: Research-based recommendations for how mobile technologies are part of the financially responsible solution to providing better access to services for Ontarians

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    Executive Summary: Taking Ontario Mobile examines the benefits of mobile technologies for Ontarians as they work, learn, play, shop, seek care and interact with others. The report considers the disruptive nature of technologies and provides guidance and support for implementing mobile solutions, in order to enhance services for Ontarians as well as to improve their access to them. We have extrapolated from the province's capacity and potential and the desires of Ontarians we surveyed to create a comprehensive vision for a mobile Ontario. Our recommendations suggest the possibilities of enhanced access to services, heightened productivity, increased social inclusion and the creation of jobs. We address current challenges and propose an action plan, accompanied by a road map that provides three-month, six-month, one-year, three-year and five-year deliverables against which to benchmark. Given the potential for mobility to provide low-cost services across many government ministries, a mobility plan for Ontario needs to include the vast majority of the province's residents. At the same time, Ontario cannot wait for 100 per cent coverage or ubiquitous broadband before beginning to move toward mobile capacity
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