121 research outputs found

    Applications of Context-Aware Systems in Enterprise Environments

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    In bring-your-own-device (BYOD) and corporate-owned, personally enabled (COPE) scenarios, employees’ devices store both enterprise and personal data, and have the ability to remotely access a secure enterprise network. While mobile devices enable users to access such resources in a pervasive manner, it also increases the risk of breaches for sensitive enterprise data as users may access the resources under insecure circumstances. That is, access authorizations may depend on the context in which the resources are accessed. In both scenarios, it is vital that the security of accessible enterprise content is preserved. In this work, we explore the use of contextual information to influence access control decisions within context-aware systems to ensure the security of sensitive enterprise data. We propose several context-aware systems that rely on a system of sensors in order to automatically adapt access to resources based on the security of users’ contexts. We investigate various types of mobile devices with varying embedded sensors, and leverage these technologies to extract contextual information from the environment. As a direct consequence, the technologies utilized determine the types of contextual access control policies that the context-aware systems are able to support and enforce. Specifically, the work proposes the use of devices pervaded in enterprise environments such as smartphones or WiFi access points to authenticate user positional information within indoor environments as well as user identities

    AMIL: Localizing Neighboring Mobile Devices Through a Simple Gesture

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    Abstract-Smartphone users are often grouped to exchange files or perform collaborative tasks when meeting together. We argue that the location information of group members is critical to many mobile applications. Existing localization solutions mostly rely on anchor nodes or infrastructures to perform ranging and positioning. These approaches are inefficient for ad hoc scenarios. In this paper, we propose AMIL, an Acoustic MobilityInduced TDoA (Time-Difference-of-Arrival)-based Localization scheme for smartphones. In AMIL, a smartphone user can use simple gestures (e.g., hold the phone and draw a triangle in the air) to quickly obtain the relative coordinates of neighboring mobile devices. We have implemented and evaluated AMIL on off-the-shelf smartphones. The field tests have shown that our scheme can achieve less than three degree orientation errors and can successfully build a simple map of 12 people in an office room with average error of 50cm

    Personalized Interaction with High-Resolution Wall Displays

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    Fallende Hardwarepreise sowie eine zunehmende Offenheit gegenüber neuartigen Interaktionsmodalitäten haben in den vergangen Jahren den Einsatz von wandgroßen interaktiven Displays möglich gemacht, und in der Folge ist ihre Anwendung, unter anderem in den Bereichen Visualisierung, Bildung, und der Unterstützung von Meetings, erfolgreich demonstriert worden. Aufgrund ihrer Größe sind Wanddisplays für die Interaktion mit mehreren Benutzern prädestiniert. Gleichzeitig kann angenommen werden, dass Zugang zu persönlichen Daten und Einstellungen — mithin personalisierte Interaktion — weiterhin essentieller Bestandteil der meisten Anwendungsfälle sein wird. Aktuelle Benutzerschnittstellen im Desktop- und Mobilbereich steuern Zugriffe über ein initiales Login. Die Annahme, dass es nur einen Benutzer pro Bildschirm gibt, zieht sich durch das gesamte System, und ermöglicht unter anderem den Zugriff auf persönliche Daten und Kommunikation sowie persönliche Einstellungen. Gibt es hingegen mehrere Benutzer an einem großen Bildschirm, müssen hierfür Alternativen gefunden werden. Die daraus folgende Forschungsfrage dieser Dissertation lautet: Wie können wir im Kontext von Mehrbenutzerinteraktion mit wandgroßen Displays personalisierte Schnittstellen zur Verfügung stellen? Die Dissertation befasst sich sowohl mit personalisierter Interaktion in der Nähe (mit Touch als Eingabemodalität) als auch in etwas weiterer Entfernung (unter Nutzung zusätzlicher mobiler Geräte). Grundlage für personalisierte Mehrbenutzerinteraktion sind technische Lösungen für die Zuordnung von Benutzern zu einzelnen Interaktionen. Hierzu werden zwei Alternativen untersucht: In der ersten werden Nutzer via Kamera verfolgt, und in der zweiten werden Mobilgeräte anhand von Ultraschallsignalen geortet. Darauf aufbauend werden Interaktionstechniken vorgestellt, die personalisierte Interaktion unterstützen. Diese nutzen zusätzliche Mobilgeräte, die den Zugriff auf persönliche Daten sowie Interaktion in einigem Abstand von der Displaywand ermöglichen. Einen weiteren Teil der Arbeit bildet die Untersuchung der praktischen Auswirkungen der Ausgabe- und Interaktionsmodalitäten für personalisierte Interaktion. Hierzu wird eine qualitative Studie vorgestellt, die Nutzerverhalten anhand des kooperativen Mehrbenutzerspiels Miners analysiert. Der abschließende Beitrag beschäftigt sich mit dem Analyseprozess selber: Es wird das Analysetoolkit für Wandinteraktionen GIAnT vorgestellt, das Nutzerbewegungen, Interaktionen, und Blickrichtungen visualisiert und dadurch die Untersuchung der Interaktionen stark vereinfacht.An increasing openness for more diverse interaction modalities as well as falling hardware prices have made very large interactive vertical displays more feasible, and consequently, applications in settings such as visualization, education, and meeting support have been demonstrated successfully. Their size makes wall displays inherently usable for multi-user interaction. At the same time, we can assume that access to personal data and settings, and thus personalized interaction, will still be essential in most use-cases. In most current desktop and mobile user interfaces, access is regulated via an initial login and the complete user interface is then personalized to this user: Access to personal data, configurations and communications all assume a single user per screen. In the case of multiple people using one screen, this is not a feasible solution and we must find alternatives. Therefore, this thesis addresses the research question: How can we provide personalized interfaces in the context of multi-user interaction with wall displays? The scope spans personalized interaction both close to the wall (using touch as input modality) and further away (using mobile devices). Technical solutions that identify users at each interaction can replace logins and enable personalized interaction for multiple users at once. This thesis explores two alternative means of user identification: Tracking using RGB+depth-based cameras and leveraging ultrasound positioning of the users' mobile devices. Building on this, techniques that support personalized interaction using personal mobile devices are proposed. In the first contribution on interaction, HyDAP, we examine pointing from the perspective of moving users, and in the second, SleeD, we propose using an arm-worn device to facilitate access to private data and personalized interface elements. Additionally, the work contributes insights on practical implications of personalized interaction at wall displays: We present a qualitative study that analyses interaction using a multi-user cooperative game as application case, finding awareness and occlusion issues. The final contribution is a corresponding analysis toolkit that visualizes users' movements, touch interactions and gaze points when interacting with wall displays and thus allows fine-grained investigation of the interactions

    Asynchronous Ultrasonic Trilateration for Indoor Positioning of Mobile Phones

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    Spatial awareness is fast becoming the key feature on today‟s mobile devices. While accurate outdoor navigation has been widely available for some time through Global Positioning Systems (GPS), accurate indoor positioning is still largely an unsolved problem. One major reason for this is that GPS and other Global Navigation Satellite Systems (GNSS) systems offer accuracy of a scale far different to that required for effective indoor navigation. Indoor positioning is also hindered by poor GPS signal quality, a major issue when developing dedicated indoor locationing systems. In addition, many indoor systems use specialized hardware to calculate accurate device position, as readily available wireless protocols have so far not delivered sufficient levels of accuracy. This research aims to investigate how the mobile phone‟s innate ability to produce sound (notably ultrasound) can be utilised to deliver more accurate indoor positioning than current methods. Experimental work covers limitations of mobile phone speakers in regard to generation of high frequencies, propagation patternsof ultrasound and their impact on maximum range, and asynchronous trilateration. This is followed by accuracy and reliability tests of an ultrasound positioning system prototype.This thesis proposes a new method of positioning a mobile phone indoors with accuracy substantially better than other contemporary positioning systems available on off-theshelf mobile devices. Given that smartphones can be programmed to correctly estimate direction, this research outlines a potentially significant advance towards a practical platform for indoor Location Based Services. Also a novel asynchronous trilateration algorithm is proposed that eliminates the need for synchronisation between the mobile device and the positioning infrastructure

    Audio beacon technologies, surveillance and social order

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    This thesis explores audio beacon technology with the aim of elucidating the implications of this technology for the individual in contemporary society. Audio beacons are hidden inside digital devices. They emit and receive high frequency audio signals which are inaudible to the human ear, thereby generating and transmitting data without our knowledge. The motivation for this research is to raise awareness of the prevalence of audio beacon technologies and to explore their implications for contemporary society. The research takes an interdisciplinary approach involving – 1) a survey of audio beacon technology, 2) a contextualization in terms of contemporary theories of surveillance and control and 3) an interpretation in terms of 20th century dystopian literature. The hidden surveillance and privacy of this technology is examined mainly through the humanistic perspective of George Orwell’s book Nineteen Eighty-Four. The general conclusion formed is that audio beacon technologies can serve as a surveillance method enhancing authoritarian and exploitative regimes. To mitigate the negative impacts of audio beacons, this research proposes two types of solutions – 1) individual actions that will have an immediate effect and 2) governmental legislation that can improve privacy in the longer term. Both of these solutions cannot happen without a raised public awareness, towards which this research hopes to make a contribution. Finally, this research introduces the notion of a \u27digital paradox\u27 in which the dystopian worlds of George Orwell and Aldous Huxley are brought together in order to characterize surveillance and control in contemporary society

    Ubiquitäre Systeme (Seminar) und Mobile Computing (Proseminar) SS 2019 : Mobile und Verteilte Systeme Ubiquitous Computing. Teil XIX

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    Die Seminarreihe Mobile Computing und Ubiquitäre Systeme existiert seit dem Wintersemester 2013/2014. Seit diesem Semester findet das Proseminar Mobile Computing am Lehrstuhl fur Pervasive Computing System statt. Die Arbeiten des Proseminars werden seit dem mit den Arbeiten des zweiten Seminars des Lehrstuhls, dem Seminar Ubiquitäre Systeme, zusammengefasst und gemeinsam veröffentlicht. Die Seminarreihe Ubiquitäre Systeme hat eine lange Tradition in der Forschungsgruppe TECO. Im Wintersemester 2010/2011 wurde die Gruppe Teil des Lehrstuhls für Pervasive Computing Systems. Seit dem findet das Seminar Ubiquitäre Systeme in jedem Semester statt. Ebenso wird das Proseminar Mobile Computing seit dem Wintersemester 2013/2014 in jedem Semester durchgeführt. Seit dem Wintersemester 2003/2004 werden die Seminararbeiten als KIT-Berichte veröffentlicht. Ziel der gemeinsamen Seminarreihe ist die Aufarbeitung und Diskussion aktueller Forschungsfragen in den Bereichen Mobile und Ubiquitous Computing. Dieser Seminarband fasst die Arbeiten der Seminare des Sommersemesters 2019 zusammen. Wir danken den Studierenden für ihren besonderen Einsatz, sowohl während des Seminars als auch bei der Fertigstellung dieses Bandes

    Applications across Co-located Devices

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    We live surrounded by many computing devices. However, their presence has yet to be fully explored to create a richer ubiquitous computing environment. There is an opportunity to take better advantage of those devices by combining them into a unified user experience. To realize this vision, we studied and explored the use of a framework, which provides the tools and abstractions needed to develop applications that distribute UI components across co-located devices. The framework comprises the following components: authentication and authorization services; a broker to sync information across multiple application instances; background services that gather the capabilities of the devices; and a library to integrate web applications with the broker, determine which components to show based on UI requirements and device capabilities, and that provides custom elements to manage the distribution of the UI components and the multiple application states. Collaboration between users is supported by sharing application states. An indoor positioning solution had to be developed in order to determine when devices are close to each other to trigger the automatic redistribution of UI components. The research questions that we set out to respond are presented along with the contributions that have been produced. Those contributions include a framework for crossdevice applications, an indoor positioning solution for pervasive indoor environments, prototypes, end-user studies and developer focused evaluation. To contextualize our research, we studied previous research work about cross-device applications, proxemic interactions and indoor positioning systems. We presented four application prototypes. The first three were used to perform studies to evaluate the user experience. The last one was used to study the developer experience provided by the framework. The results were largely positive with users showing preference towards using multiple devices under some circumstances. Developers were also able to grasp the concepts provided by the framework relatively well.Vivemos rodeados de dispositivos computacionais. No entanto, ainda não tiramos partido da sua presença para criar ambientes de computação ubíqua mais ricos. Existe uma oportunidade de combiná-los para criar uma experiência de utilizador unificada. Para realizar esta visão, estudámos e explorámos a utilização de uma framework que forneça ferramentas e abstrações que permitam o desenvolvimento de aplicações que distribuem os componentes da interface do utilizador por dispositivos co-localizados. A framework é composta por: serviços de autenticação e autorização; broker que sincroniza informação entre várias instâncias da aplicação; serviços que reúnem as capacidades dos dispositivos; e uma biblioteca para integrar aplicações web com o broker, determinar as componentes a mostrar com base nos requisitos da interface e nas capacidades dos dispositivos, e que disponibiliza elementos para gerir a distribuição dos componentes da interface e dos estados de aplicação. A colaboração entre utilizadores é suportada através da partilha dos estados de aplicação. Foi necessário desenvolver um sistema de posicionamento em interiores para determinar quando é que os dispositivos estão perto uns dos outros para despoletar a redistribuição automática dos componentes da interface. As questões de investigação inicialmente colocadas são apresentadas juntamente com as contribuições que foram produzidas. Essas contribuições incluem uma framework para aplicações multi-dispositivo, uma solução de posicionamento em interiores para computação ubíqua, protótipos, estudos com utilizadores finais e avaliação com programadores. Para contextualizar a nossa investigação, estudámos trabalhos anteriores sobre aplicações multi-dispositivo, interação proxémica e sistemas de posicionamento em interiores. Apresentámos quatro aplicações protótipo. As primeiras três foram utilizadas para avaliar a experiência de utilização. A última foi utilizada para estudar a experiência de desenvolvimento com a framework. Os resultados foram geralmente positivos, com os utilizadores a preferirem utilizar múltiplos dispositivos em certas circunstâncias. Os programadores também foram capazes de compreender a framework relativamente bem
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