13 research outputs found
Location reliability and gamification mechanisms for mobile crowd sensing
People-centric sensing with smart phones can be used for large scale sensing of the physical world by leveraging the sensors on the phones. This new type of sensing can be a scalable and cost-effective alternative to deploying static wireless sensor networks for dense sensing coverage across large areas. However, mobile people-centric sensing has two main issues: 1) Data reliability in sensed data and 2) Incentives for participants. To study these issues, this dissertation designs and develops McSense, a mobile crowd sensing system which provides monetary and social incentives to users.
This dissertation proposes and evaluates two protocols for location reliability as a step toward achieving data reliability in sensed data, namely, ILR (Improving Location Reliability) and LINK (Location authentication through Immediate Neighbors Knowledge). ILR is a scheme which improves the location reliability of mobile crowd sensed data with minimal human efforts based on location validation using photo tasks and expanding the trust to nearby data points using periodic Bluetooth scanning. LINK is a location authentication protocol working independent of wireless carriers, in which nearby users help authenticate each other’s location claims using Bluetooth communication. The results of experiments done on Android phones show that the proposed protocols are capable of detecting a significant percentage of the malicious users claiming false location. Furthermore, simulations with the LINK protocol demonstrate that LINK can effectively thwart a number of colluding user attacks.
This dissertation also proposes a mobile sensing game which helps collect crowd sensing data by incentivizing smart phone users to play sensing games on their phones. We design and implement a first person shooter sensing game, “Alien vs. Mobile User”, which employs techniques to attract users to unpopular regions. The user study results show that mobile gaming can be a successful alternative to micro-payments for fast and efficient area coverage in crowd sensing. It is observed that the proposed game design succeeds in achieving good player engagement
FGLP: A Federated Fine-Grained Location Prediction System for Mobile Users
Fine-grained location prediction on smart phones can be used to improve
app/system performance. Application scenarios include video quality adaptation
as a function of the 5G network quality at predicted user locations, and
augmented reality apps that speed up content rendering based on predicted user
locations. Such use cases require prediction error in the same range as the GPS
error, and no existing works on location prediction can achieve this level of
accuracy. We present a system for fine-grained location prediction (FGLP) of
mobile users, based on GPS traces collected on the phones. FGLP has two
components: a federated learning framework and a prediction model. The
framework runs on the phones of the users and also on a server that coordinates
learning from all users in the system. FGLP represents the user location data
as relative points in an abstract 2D space, which enables learning across
different physical spaces. The model merges Bidirectional Long Short-Term
Memory (BiLSTM) and Convolutional Neural Networks (CNN), where BiLSTM learns
the speed and direction of the mobile users, and CNN learns information such as
user movement preferences. FGLP uses federated learning to protect user privacy
and reduce bandwidth consumption. Our experimental results, using a dataset
with over 600,000 users, demonstrate that FGLP outperforms baseline models in
terms of prediction accuracy. We also demonstrate that FGLP works well in
conjunction with transfer learning, which enables model reusability. Finally,
benchmark results on several types of Android phones demonstrate FGLP's
feasibility in real life