1,389 research outputs found

    Challenges of Multi-Factor Authentication for Securing Advanced IoT (A-IoT) Applications

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    The unprecedented proliferation of smart devices together with novel communication, computing, and control technologies have paved the way for the Advanced Internet of Things~(A-IoT). This development involves new categories of capable devices, such as high-end wearables, smart vehicles, and consumer drones aiming to enable efficient and collaborative utilization within the Smart City paradigm. While massive deployments of these objects may enrich people's lives, unauthorized access to the said equipment is potentially dangerous. Hence, highly-secure human authentication mechanisms have to be designed. At the same time, human beings desire comfortable interaction with their owned devices on a daily basis, thus demanding the authentication procedures to be seamless and user-friendly, mindful of the contemporary urban dynamics. In response to these unique challenges, this work advocates for the adoption of multi-factor authentication for A-IoT, such that multiple heterogeneous methods - both well-established and emerging - are combined intelligently to grant or deny access reliably. We thus discuss the pros and cons of various solutions as well as introduce tools to combine the authentication factors, with an emphasis on challenging Smart City environments. We finally outline the open questions to shape future research efforts in this emerging field.Comment: 7 pages, 4 figures, 2 tables. The work has been accepted for publication in IEEE Network, 2019. Copyright may be transferred without notice, after which this version may no longer be accessibl

    Furthering Service 4.0: Harnessing Intelligent Immersive Environments and Systems

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    With the increasing complexity of service operations in different industries and more advanced uses of specialized equipment and procedures, the great current challenge for companies is to increase employees' expertise and their ability to maintain and improve service quality. In this regard, Service 4.0 aims to support and promote innovation in service operations using emergent technology. Current technological innovations present a significant opportunity to provide on-site, real-time support for field service professionals in many areas

    Utilizing industry 4.0 on the construction site : challenges and opportunities

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    In recent years a step change has been seen in the rate of adoption of Industry 4.0 technologies by manufacturers and industrial organisations alike. This paper discusses the current state of the art in the adoption of industry 4.0 technologies within the construction industry. Increasing complexity in onsite construction projects coupled with the need for higher productivity is leading to increased interest in the potential use of industry 4.0 technologies. This paper discusses the relevance of the following key industry 4.0 technologies to construction: data analytics and artificial intelligence; robotics and automation; buildings information management; sensors and wearables; digital twin and industrial connectivity. Industrial connectivity is a key aspect as it ensures that all Industry 4.0 technologies are interconnected allowing the full benefits to be realized. This paper also presents a research agenda for the adoption of Industry 4.0 technologies within the construction sector; a three-phase use of intelligent assets from the point of manufacture up to after build and a four staged R&D process for the implementation of smart wearables in a digital enhanced construction site

    Sports in Digital Era

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    The thesis's primary purpose is to demonstrate the growth of the digital era on the sports industry for awareness and better management. Moreover, it aims to explain the digital technology revolution and its effect on physical activities and sports. The paper presents a social analysis of sports regarding the effects of the IV Industrial Revolution, driven by an unprecedented level of development in materials sciences, digital technology, and biology. The future views on the evolution of the sports industry and options for the sports manager in the phase of digital transition are illustrated. The conclusion summarizes the implications and represents the direction of the sports industry.O objetivo desta tese é demonstrar o crescimento da era digital na indrústia desportiva para a consciencialização e uma melhor gestão. Além disso, visa explicar a revolução tecnológica digital e a sua influência na atividade física e desporto. O documento apresenta uma análise social do desporto em relação aos efeitos da IV Revolução Industrial, impulsionada pelo sem precedente nível de desenvolvimento nas ciências materiais, tecnologia digital e biologia. O futuro da evolução da indústria do desporto e as opções dos gestores desportivos na fase de transição do digital. A conclusão resume as implicações e reflete a direção da indústria do desporto

    The cognitive operator 4.0

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    While previous Industrial Revolutions have increasingly seen the human as a cog in the system, each step reducing the cognitive content of work, Industry 4.0 contrarily views the human as a knowledge worker putting increased focus on cognitive skills and specialised craftsmanship. The opportunities that technological advancement provide are in abundance and to be able to fully take advantage of them, understanding how humans interact with increasingly complex technology is crucial. The Operator 4.0, a framework of eight plausible scenarios attempting to highlight what Industry 4.0 entails for the human worker, takes advantage of extended reality technology; having real-time access to large amounts of data and information; being physically enhanced using powered exoskeletons or through collaboration with automation; and finally real-time monitoring of operator status and health as well as the possibility to collaborate socially with other agents in the Industrial Internet of Things, Services, and People. Some of these will impose larger cognitive challenges than others and this paper presents and discusses parts of the Operator 4.0 projections that will have implications on cognitive work

    Wearable Technologies in Academic Libraries: Fact, Fiction and the Future

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    Chapter 7 of Canuel, R & Crischton, C (2017). Mobile Technology and Academic Libraries: Innovative Services for Research and Learning. Chicago, IL. ACRL. Nick Moline, a developer and early Google Glass Explorer, can still recall Google’s mantra when he was first introduced to the wearable device: “If you can bring technology closer to you, you can actually get it out of the way” (Moline, personal communication, December 29, 2015). Similarly, Steve Mann, a researcher and inventor widely known as the father of wearable computing once wrote that “miniaturization of components has enabled systems that are wearable and nearly invisible, so that individuals can move about and interact freely, supported by their personal information domain” (Nichol, 2015). Today’s wearable devices are the continuation and evolution of decades of research and development. This transition began with devices designed to be worn as backpacks, such as the 6502 multimedia computer designed by Steve Mann in 1981, evolved to a one-handed keyboard and mouse connected to a head-mounted display produced in 1993, and then advanced further into a wrist computer made available the next year. The first commercially available wearable device, however, was the Trekker, a 120 MHz Pentium computer with support for speech and a head-mounted display, which sold for $10,000 (Sultan, 2015). These early wearable devices, however, were characterized by limited functionality and bulky design. By the mid 2010s, fitness tracker devices emerged with their attractive designs targeting sport and fitness enthusiasts. More recent fitness trackers blend smartwatches with multiple other functionalities, combining health and activity monitoring as well as networking capabilities. There are many factors that contributed to the rapid proliferation of wearable devices in the last five years. These factors include the advent of more reliable Internet access; the ubiquity of smartphones; decline in cost of sensors, cameras, and processing power; and finally, a flourishing app ecosystem (Mind Commerce, 2014)

    Home-based rehabilitation of the shoulder using auxiliary systems and artificial intelligence: an overview

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    Advancements in modern medicine have bolstered the usage of home-based rehabilitation services for patients, particularly those recovering from diseases or conditions that necessitate a structured rehabilitation process. Understanding the technological factors that can influence the efficacy of home-based rehabilitation is crucial for optimizing patient outcomes. As technologies continue to evolve rapidly, it is imperative to document the current state of the art and elucidate the key features of the hardware and software employed in these rehabilitation systems. This narrative review aims to provide a summary of the modern technological trends and advancements in home-based shoulder rehabilitation scenarios. It specifically focuses on wearable devices, robots, exoskeletons, machine learning, virtual and augmented reality, and serious games. Through an in-depth analysis of existing literature and research, this review presents the state of the art in home-based rehabilitation systems, highlighting their strengths and limitations. Furthermore, this review proposes hypotheses and potential directions for future upgrades and enhancements in these technologies. By exploring the integration of these technologies into home-based rehabilitation, this review aims to shed light on the current landscape and offer insights into the future possibilities for improving patient outcomes and optimizing the effectiveness of home-based rehabilitation programs.info:eu-repo/semantics/publishedVersio

    Fusing Self-Reported and Sensor Data from Mixed-Reality Training

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    Military and industrial use of smaller, more accurate sensors are allowing increasing amounts of data to be acquired at diminishing costs during training. Traditional human subject testing often collects qualitative data from participants through self-reported questionnaires. This qualitative information is valuable but often incomplete to assess training outcomes. Quantitative information such as motion tracking data, communication frequency, and heart rate can offer the missing pieces in training outcome assessment. The successful fusion and analysis of qualitative and quantitative information sources is necessary for collaborative, mixed-reality, and augmented-reality training to reach its full potential. The challenge is determining a reliable framework combining these multiple types of data. Methods were developed to analyze data acquired during a formal user study assessing the use of augmented reality as a delivery mechanism for digital work instructions. A between-subjects experiment was conducted to analyze the use of a desktop computer, mobile tablet, or mobile tablet with augmented reality as a delivery method of these instructions. Study participants were asked to complete a multi-step technical assembly. Participants’ head position and orientation were tracked using an infrared tracking system. User interaction in the form of interface button presses was recorded and time stamped on each step of the assembly. A trained observer took notes on task performance during the study through a set of camera views that recorded the work area. Finally, participants each completed pre and post-surveys involving self-reported evaluation. The combination of quantitative and qualitative data revealed trends in the data such as the most difficult tasks across each device, which would have been impossible to determine from self-reporting alone. This paper describes the methods developed to fuse the qualitative data with quantified measurements recorded during the study
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