26 research outputs found

    The Internet of Things and The Web of Things

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    International audienceThe Internet of Things is creating a new world, a quantifiable and measureable world, where people and businesses can manage their assets in better informed ways, and can make more timely and better informed decisions about what they want or need to do. This new con-nected world brings with it fundamental changes to society and to consumers. This special issue of ERCIM News thus focuses on various relevant aspects of the Internet of Things and the Web of Things

    PRESTK : situation-aware presentation of messages and infotainment content for drivers

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    The amount of in-car information systems has dramatically increased over the last few years. These potentially mutually independent information systems presenting information to the driver increase the risk of driver distraction. In a first step, orchestrating these information systems using techniques from scheduling and presentation planning avoid conflicts when competing for scarce resources such as screen space. In a second step, the cognitive capacity of the driver as another scarce resource has to be considered. For the first step, an algorithm fulfilling the requirements of this situation is presented and evaluated. For the second step, I define the concept of System Situation Awareness (SSA) as an extension of Endsley’s Situation Awareness (SA) model. I claim that not only the driver needs to know what is happening in his environment, but also the system, e.g., the car. In order to achieve SSA, two paths of research have to be followed: (1) Assessment of cognitive load of the driver in an unobtrusive way. I propose to estimate this value using a model based on environmental data. (2) Developing model of cognitive complexity induced by messages presented by the system. Three experiments support the claims I make in my conceptual contribution to this field. A prototypical implementation of the situation-aware presentation management toolkit PRESTK is presented and shown in two demonstrators.In den letzten Jahren hat die Menge der informationsanzeigenden Systeme im Auto drastisch zugenommen. Da sie potenziell unabhängig voneinander ablaufen, erhöhen sie die Gefahr, die Aufmerksamkeit des Fahrers abzulenken. Konflikte entstehen, wenn zwei oder mehr Systeme zeitgleich auf limitierte Ressourcen wie z. B. den Bildschirmplatz zugreifen. Ein erster Schritt, diese Konflikte zu vermeiden, ist die Orchestrierung dieser Systeme mittels Techniken aus dem Bereich Scheduling und Präsentationsplanung. In einem zweiten Schritt sollte die kognitive Kapazität des Fahrers als ebenfalls limitierte Ressource berücksichtigt werden. Der Algorithmus, den ich zu Schritt 1 vorstelle und evaluiere, erfüllt alle diese Anforderungen. Zu Schritt 2 definiere ich das Konzept System Situation Awareness (SSA), basierend auf Endsley’s Konzept der Situation Awareness (SA). Dadurch wird erreicht, dass nicht nur der Fahrer sich seiner Umgebung bewusst ist, sondern auch das System (d.h. das Auto). Zu diesem Zweck m¨ussen zwei Bereiche untersucht werden: (1) Die kognitive Belastbarkeit des Fahrers unaufdringlich ermitteln. Dazu schlage ich ein Modell vor, das auf Umgebungsinformationen basiert. (2) Ein weiteres Modell soll die Komplexität der präsentierten Informationen bestimmen. Drei Experimente stützen die Behauptungen in meinem konzeptuellen Beitrag. Ein Prototyp des situationsbewussten Präsentationsmanagement-Toolkits PresTK wird vorgestellt und in zwei Demonstratoren gezeigt

    CWI Self-evaluation 1999-2004

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    Effizienter Austausch and Verarbeitung von semistrukturierten Daten in eingebetteten Systemen

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    The Internet is a global system of interconnected computers and computer networks where semi-structured data has been successfully applied for exchanging information. In nowadays Internet the huge range of actors, the large diversity of the associated device classes and domains, and the enormous amount of resource-restricted controllers in this system created new requirements and coined also a new term. Internet of Things (IoT), in this regard, refers to identifiable objects (things) and their virtual representations in an Internet-like structure. The fundamental question the thesis tries to answer is whether and how the same semi-structured data can be also applied to the IoT and the embedded domain in spite of resource-limited controllers. In order to discuss this question properties and requirements of embedded networks with regard to the IoT domain have been collected and evaluated. Thereafter the omnipresent semi-structured data exchange format in the Web, the Extensible Markup Language (XML), has been validated. The result was a list of missing requirements such as a compact representation, a representation that can be generated and consumed fast and also allows a small footprint implementation. To address the compiled requirements a binary representation of XML which nowadays is known as W3Cs Efficient XML Interchange (EXI) format has been accomplished which simultaneously optimizes performance and the utilization of computational resources and is designed to be compatible with XML. Moreover, in this work the format has been practically validated and tested. Addressing the needs of the embedded domain one result of this analyzes were optimizations to constrain runtime memory usage and to predict memory growth at runtime. A concept introduced in this thesis is LazyDOM which reduces memory requirements when processing and querying data. By means of a newly proposed code generation technique processing of EXI on ultra-constrained device classes has been enabled and resulting format modifications have been adopted by the W3C standardization. The research work described in this thesis on efficiently exchanging and processing semi-structured data on constrained embedded devices has not only triggered modifications in the W3C EXI format but even is already adopted in domain specific application standards and implementations. The above mentioned optimizations such as predictably limit the memory growth at runtime have been contributed, discussed and evaluated by the W3C experts and become a core part of the EXI specification. Even more significantly from the IoT perspective these optimizations provide the basis for the adoption of this technology in ISO and IEC standardization which is the first time for automotive and power industry to use IoT in the control plane. The implementation of EXI to conduct the evaluation as part of this thesis has become the de-facto open source reference implementation of EXI and became the basis of a number of other reference implementations such as the OpenV2G project that provides the reference implementation of the communication interface in ISO/IEC 15118. In summary the conducted research work has evaluated the options to adapt semi-structured data for the constrained embedded domain, proposed modifications and evaluated those under realistic conditions. This made it relevant for the technology as well as for application standardization despite the short period of this work. As such the research can now be taken as a basis for further challenges in the IoT field namely adopting concepts of the Semantic Web and adapting those to stimulate the quickly expanding eco-system of embedded devices

    Towards privacy-aware identity management

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    The overall goal of the PRIME project (Privacy and Identity Management for Europe) is the development of a privacy-enhanced identity management system that allows users to control the release of their personal information. The PRIME architecture includes an Access Control component allowing the enforcement of protection requirements on personal identifiable information (PII). The overall goal of the PRIME project (Privacy and Identity Management for Europe) is the development of a privacy-enhanced identity management system that allows users to control the release of their personal information. The PRIME architecture includes an Access Control component allowing the enforcement of protection requirements on personal identifiable information (PII)

    XML Messaging for Mobile Devices

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    In recent years, XML has been widely adopted as a universal format for structured data. A variety of XML-based systems have emerged, most prominently SOAP for Web services, XMPP for instant messaging, and RSS and Atom for content syndication. This popularity is helped by the excellent support for XML processing in many programming languages and by the variety of XML-based technologies for more complex needs of applications. Concurrently with this rise of XML, there has also been a qualitative expansion of the Internet's scope. Namely, mobile devices are becoming capable enough to be full-fledged members of various distributed systems. Such devices are battery-powered, their network connections are based on wireless technologies, and their processing capabilities are typically much lower than those of stationary computers. This dissertation presents work performed to try to reconcile these two developments. XML as a highly redundant text-based format is not obviously suitable for mobile devices that need to avoid extraneous processing and communication. Furthermore, the protocols and systems commonly used in XML messaging are often designed for fixed networks and may make assumptions that do not hold in wireless environments. This work identifies four areas of improvement in XML messaging systems: the programming interfaces to the system itself and to XML processing, the serialization format used for the messages, and the protocol used to transmit the messages. We show a complete system that improves the overall performance of XML messaging through consideration of these areas. The work is centered on actually implementing the proposals in a form usable on real mobile devices. The experimentation is performed on actual devices and real networks using the messaging system implemented as a part of this work. The experimentation is extensive and, due to using several different devices, also provides a glimpse of what the performance of these systems may look like in the future.Matkapuhelimien ja muiden mobiililaitteiden määrä on kasvanut erittäin nopeasti viime vuosina. Laitteiden pieni koko, niiden tarjoamat ohjelmointimahdollisuudet ja langattomat verkkoyhteydet mahdollistavat Internet- ja muiden verkkosovellusten käytön kaikkialla. Akusta johtuva rajallinen käyttöaika, heikko suoritusteho ja verkkokäytön vaatima virta ja aika toimivat kuitenkin selkeinä rajoitteina mobiililaitteiden mahdollisuuksille, ja jotta mobiilimaailma ei joutuisi kokonaan tulevaisuuden Internetin ulkopuolelle, järjestelmien ja sovellusten suunnittelussa on otettava sen erityispiirteet huomioon. Tulevaisuuden verkkosovelluksissa suoran päätelaitteiden välisen viestinnän odotetaan olevan keskeinen osa sovelluksen toimintaa. Nyky-Internetissä tällaisessa viestinnässä käytetään yhä useammin XML-kieltä, joka laajennettavuutensa ja helppokäyttöisyytensä ansiosta vähentää sovelluskehittäjän taakkaa. XML-kielen ongelmina ovat kuitenkin sen vaatimat suuret tiedonsiirto- ja käsittelyajat, jotka ovat olleet esteenä XML:n laajalle käytölle mobiiliympäristöissä. Väitöskirja tutkii XML-pohjaisen laitteiden välisen viestinnän perusedellytyksiä mobiililaitteilla langattomissa verkoissa. Keskeiset tutkimuskohteet ovat tiivis ja tehokkaasti käsiteltävä XML-esitysmuoto, XML:n käsittelyyn paremmin sopivat ohjelmointirajapinnat ja mobiiliympäristön viestiprotokollat. Työn tuloksena on syntynyt mobiililaitteille suunniteltu XML-pohjainen viestintäjärjestelmä, joka on sellaisenaan käytettävissä verkkosovellusten perustana. Järjestelmälle on suoritettu kattavat mittaukset, jotka osoittavat järjestelmän sopivuuden käyttötarkoitukseensa. Tulosten analyysissa otetaan myös huomioon, miten järjestelmän eri ominaisuudet sopivat kuhunkin mobiililaitteiden tukemaan ympäristöön, sekä tarkastellaan, miltä tulevaisuuden mobiililaitteiden suorituskyky saattaisi näyttää

    Persuasive by design: a model and toolkit for designing evidence-based interventions

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    Conferentie informatiewetenschap 2003, Technische Universiteit Eindhoven, 20 november 2003 : proceedings

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    The Object of Platform Studies: Relational Materialities and the Social Platform (the case of the Nintendo Wii)

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    Racing the Beam: The Atari Video Computer System,by Ian Bogost and Nick Montfort, inaugurated thePlatform Studies series at MIT Press in 2009.We’ve coauthored a new book in the series, Codename: Revolution: the Nintendo Wii Video Game Console. Platform studies is a quintessentially Digital Humanities approach, since it’s explicitly focused on the interrelationship of computing and cultural expression. According to the series preface, the goal of platform studies is “to consider the lowest level of computing systems and to understand how these systems relate to culture and creativity.”In practice, this involves paying close attentionto specific hardware and software interactions--to the vertical relationships between a platform’s multilayered materialities (Hayles; Kirschenbaum),from transistors to code to cultural reception. Any given act of platform-studies analysis may focus for example on the relationship between the chipset and the OS, or between the graphics processor and display parameters or game developers’ designs.In computing terms, platform is an abstraction(Bogost and Montfort), a pragmatic frame placed around whatever hardware-and-software configuration is required in order to build or run certain specificapplications (including creative works). The object of platform studies is thus a shifting series of possibility spaces, any number of dynamic thresholds between discrete levels of a system
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