4,808 research outputs found

    Trust and Privacy Permissions for an Ambient World

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    Ambient intelligence (AmI) and ubiquitous computing allow us to consider a future where computation is embedded into our daily social lives. This vision raises its own important questions and augments the need to understand how people will trust such systems and at the same time achieve and maintain privacy. As a result, we have recently conducted a wide reaching study of people’s attitudes to potential AmI scenarios with a view to eliciting their privacy concerns. This chapter describes recent research related to privacy and trust with regard to ambient technology. The method used in the study is described and findings discussed

    Blockchain-Based Distributed Trust and Reputation Management Systems: A Survey

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    Distributed Ledger Technologies (DLTs), like Blockchain, are characterized by features such as transparency, traceability, and security by design. These features make the adoption of Blockchain attractive to enhance information security, privacy, and trustworthiness in very different contexts. This paper provides a comprehensive survey and aims at analyzing and assessing the use of Blockchain in the context of Distributed Trust and Reputation Management Systems (DTRMS). The analysis includes academic research as well as initiatives undertaken in the business domain. The paper defines two taxonomies for both Blockchain and DTRMS and applies a Formal Concept Analysis. Such an approach allowed us to identify the most recurrent and stable features in the current scientific landscape and several important implications among the two taxonomies. The results of the analysis have revealed significant trends and emerging practices in the current implementations that have been distilled into recommendations to guide Blockchain's adoption in DTRMS systems

    BUILDING TRUST FOR SERVICE ASSESSMENT IN INTERNET-ENABLED COLLABORATIVE PRODUCT DESIGN & REALIZATION ENVIRONMENTS

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    Reducing costs, increasing speed and leveraging the intelligence of partners involved during product design processes are important benefits of Internet-enabled collaborative product design and realization environments. The options for cost-effective product design, re-design or improvement are at their peak during the early stages of the design process and designers can collaborate with suppliers, manufacturers and other relevant contributors to acquire a better understanding of associated costs and product viability. Collaboration is by no means a new paradigm. However, companies have found distrust of collaborative partners to be the most intractable obstacle to collaborative commerce and Internet-enabled business especially in intellectual property environments, which handle propriety data on a constant basis. This problem is also reinforced in collaborative environments that are distributed in nature. Thus trust is the main driver or enabler of successful collaborative efforts or transactions in Internet-enabled product design environments. Focus is on analyzing the problem of ¡®trust for services¡¯ in distributed collaborative service provider assessment and selection, concentrating on characteristics specific to electronic product design (e-Design) environments. Current tools for such collaborative partner/provider assessment are inadequate or non-existent and researching network, user, communication and service trust problems, which hinder the growth and acceptance of true collaboration in product design, can foster new frontiers in manufacturing, business and technology. Trust and its associated issues within the context of a secure Internet-enabled product design & realization platform is a multifaceted and complex problem, which demands a strategic approach crossing disciplinary boundaries. A Design Environment Trust Service (DETS) framework is proposed to incorporate trust for services in product design environments based on client specified (or default) criteria. This involves the analysis of validated network (objective) data and non-network (subjective) data and the use of Multi Criteria Decision Making (MCDM) methodology for the selection of the most efficient service provision alternative through the minimization of distance from a specified ideal point and interpreted as a Dynamic (Design) Trust Index (DTI) or rank. Hence, the service requestor is provided with a quantifiable degree of belief to mitigate information asymmetry and enable knowledgeable decision-making regarding trustworthy service provision in a distributed environment

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    High Quality P2P Service Provisioning via Decentralized Trust Management

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    Trust management is essential to fostering cooperation and high quality service provisioning in several peer-to-peer (P2P) applications. Among those applications are customer-to-customer (C2C) trading sites and markets of services implemented on top of centralized infrastructures, P2P systems, or online social networks. Under these application contexts, existing work does not adequately address the heterogeneity of the problem settings in practice. This heterogeneity includes the different approaches employed by the participants to evaluate trustworthiness of their partners, the diversity in contextual factors that influence service provisioning quality, as well as the variety of possible behavioral patterns of the participants. This thesis presents the design and usage of appropriate computational trust models to enforce cooperation and ensure high quality P2P service provisioning, considering the above heterogeneity issues. In this thesis, first I will propose a graphical probabilistic framework for peers to model and evaluate trustworthiness of the others in a highly heterogeneous setting. The framework targets many important issues in trust research literature: the multi-dimensionality of trust, the reliability of different rating sources, and the personalized modeling and computation of trust in a participant based on the quality of services it provides. Next, an analysis on the effective usage of computational trust models in environments where participants exhibit various behaviors, e.g., honest, rational, and malicious, will be presented. I provide theoretical results showing the conditions under which cooperation emerges when using trust learning models with a given detecting accuracy and how cooperation can still be sustained while reducing the cost and accuracy of those models. As another contribution, I also design and implement a general prototyping and simulation framework for reputation-based trust systems. The developed simulator can be used for many purposes, such as to discover new trust-related phenomena or to evaluate performance of a trust learning algorithm in complex settings. Two potential applications of computational trust models are then discussed: (1) the selection and ranking of (Web) services based on quality ratings from reputable users, and (2) the use of a trust model to choose reliable delegates in a key recovery scenario in a distributed online social network. Finally, I will identify a number of various issues in building next-generation, open reputation-based trust management systems as well as propose several future research directions starting from the work in this thesis

    Enhancing trustability in MMOGs environments

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    Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds (VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more autonomic, security, and trust mechanisms in a way similar to humans do in the real life world. As known, this is a difficult matter because trusting in humans and organizations depends on the perception and experience of each individual, which is difficult to quantify or measure. In fact, these societal environments lack trust mechanisms similar to those involved in humans-to-human interactions. Besides, interactions mediated by compute devices are constantly evolving, requiring trust mechanisms that keep the pace with the developments and assess risk situations. In VW/MMOGs, it is widely recognized that users develop trust relationships from their in-world interactions with others. However, these trust relationships end up not being represented in the data structures (or databases) of such virtual worlds, though they sometimes appear associated to reputation and recommendation systems. In addition, as far as we know, the user is not provided with a personal trust tool to sustain his/her decision making while he/she interacts with other users in the virtual or game world. In order to solve this problem, as well as those mentioned above, we propose herein a formal representation of these personal trust relationships, which are based on avataravatar interactions. The leading idea is to provide each avatar-impersonated player with a personal trust tool that follows a distributed trust model, i.e., the trust data is distributed over the societal network of a given VW/MMOG. Representing, manipulating, and inferring trust from the user/player point of view certainly is a grand challenge. When someone meets an unknown individual, the question is “Can I trust him/her or not?”. It is clear that this requires the user to have access to a representation of trust about others, but, unless we are using an open source VW/MMOG, it is difficult —not to say unfeasible— to get access to such data. Even, in an open source system, a number of users may refuse to pass information about its friends, acquaintances, or others. Putting together its own data and gathered data obtained from others, the avatar-impersonated player should be able to come across a trust result about its current trustee. For the trust assessment method used in this thesis, we use subjective logic operators and graph search algorithms to undertake such trust inference about the trustee. The proposed trust inference system has been validated using a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy increase in evaluating trustability of avatars. Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g., graph search methods), on an individual basis, rather than based on usual centralized reputation systems. In particular, and unlike other trust discovery methods, our methods run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft), mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo, Facebook) necessitam de mecanismos de confiança mais autónomos, capazes de assegurar a segurança e a confiança de uma forma semelhante à que os seres humanos utilizam na vida real. Como se sabe, esta não é uma questão fácil. Porque confiar em seres humanos e ou organizações depende da percepção e da experiência de cada indivíduo, o que é difícil de quantificar ou medir à partida. Na verdade, esses ambientes sociais carecem dos mecanismos de confiança presentes em interacções humanas presenciais. Além disso, as interacções mediadas por dispositivos computacionais estão em constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da evolução para avaliar situações de risco. Em VW/MMOGs, é amplamente reconhecido que os utilizadores desenvolvem relações de confiança a partir das suas interacções no mundo com outros. No entanto, essas relações de confiança acabam por não ser representadas nas estruturas de dados (ou bases de dados) do VW/MMOG específico, embora às vezes apareçam associados à reputação e a sistemas de reputação. Além disso, tanto quanto sabemos, ao utilizador não lhe é facultado nenhum mecanismo que suporte uma ferramenta de confiança individual para sustentar o seu processo de tomada de decisão, enquanto ele interage com outros utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como os mencionados acima, propomos nesta tese uma representação formal para essas relações de confiança pessoal, baseada em interacções avatar-avatar. A ideia principal é fornecer a cada jogador representado por um avatar uma ferramenta de confiança pessoal que segue um modelo de confiança distribuída, ou seja, os dados de confiança são distribuídos através da rede social de um determinado VW/MMOG. Representar, manipular e inferir a confiança do ponto de utilizador/jogador, é certamente um grande desafio. Quando alguém encontra um indivíduo desconhecido, a pergunta é “Posso confiar ou não nele?”. É claro que isto requer que o utilizador tenha acesso a uma representação de confiança sobre os outros, mas, a menos que possamos usar uma plataforma VW/MMOG de código aberto, é difícil — para não dizer impossível — obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de código aberto, um número de utilizadores pode recusar partilhar informações sobre seus amigos, conhecidos, ou sobre outros. Ao juntar seus próprios dados com os dados obtidos de outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir. Relativamente ao método de avaliação de confiança empregue nesta tese, utilizamos lógica subjectiva para a representação da confiança, e também operadores lógicos da lógica subjectiva juntamente com algoritmos de procura em grafos para empreender o processo de inferência da confiança relativamente a outro utilizador. O sistema de inferência de confiança proposto foi validado através de um número de cenários Open-Simulator (opensimulator.org), que mostrou um aumento na precisão na avaliação da confiança de avatares. Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos virtuais, conjuntamente com métricas de avaliação de confiança (por exemplo, a lógica subjectiva) e em métodos de procura de caminhos de confiança (com por exemplo, através de métodos de pesquisa em grafos), partindo de uma base individual, em vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao contrário de outros métodos de determinação do grau de confiança, os nossos métodos são executados em tempo real

    A Risk And Trust Security Framework For The Pervasive Mobile Environment

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    A pervasive mobile computing environment is typically composed of multiple fixed and mobile entities that interact autonomously with each other with very little central control. Many of these interactions may occur between entities that have not interacted with each other previously. Conventional security models are inadequate for regulating access to data and services, especially when the identities of a dynamic and growing community of entities are not known in advance. In order to cope with this drawback, entities may rely on context data to make security and trust decisions. However, risk is introduced in this process due to the variability and uncertainty of context information. Moreover, by the time the decisions are made, the context data may have already changed and, in which case, the security decisions could become invalid.With this in mind, our goal is to develop mechanisms or models, to aid trust decision-making by an entity or agent (the truster), when the consequences of its decisions depend on context information from other agents (the trustees). To achieve this, in this dissertation, we have developed ContextTrust a framework to not only compute the risk associated with a context variable, but also to derive a trust measure for context data producing agents. To compute the context data risk, ContextTrust uses Monte Carlo based method to model the behavior of a context variable. Moreover, ContextTrust makes use of time series classifiers and other simple statistical measures to derive an entity trust value.We conducted empirical analyses to evaluate the performance of ContextTrust using two real life data sets. The evaluation results show that ContextTrust can be effective in helping entities render security decisions

    The Role of the Mangement Sciences in Research on Personalization

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    We present a review of research studies that deal with personalization. We synthesize current knowledge about these areas, and identify issues that we envision will be of interest to researchers working in the management sciences. We take an interdisciplinary approach that spans the areas of economics, marketing, information technology, and operations. We present an overarching framework for personalization that allows us to identify key players in the personalization process, as well as, the key stages of personalization. The framework enables us to examine the strategic role of personalization in the interactions between a firm and other key players in the firm's value system. We review extant literature in the strategic behavior of firms, and discuss opportunities for analytical and empirical research in this regard. Next, we examine how a firm can learn a customer's preferences, which is one of the key components of the personalization process. We use a utility-based approach to formalize such preference functions, and to understand how these preference functions could be learnt based on a customer's interactions with a firm. We identify well-established techniques in management sciences that can be gainfully employed in future research on personalization.CRM, Persoanlization, Marketing, e-commerce,
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