947 resultados para Context-aware computing


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Development of Internet-of-Services will be hampered by heterogeneous Internet-of-Things infrastructures, such as inconsistency in communicating with participating objects, connectivity between them, topology definition & data transfer, access via cloud computing for data storage etc. Our proposed solutions are applicable to a random topology scenario that allow establishing of multi-operational sensor networks out of single networks and/or single service networks with the participation of multiple networks; thus allowing virtual links to be created and resources to be shared. The designed layers are context-aware, application-oriented, and capable of representing physical objects to a management system, along with discovery of services. The reliability issue is addressed by deploying IETF supported IEEE 802.15.4 network model for low-rate wireless personal networks. Flow- sensor succeeded better results in comparison to the typical - sensor from reachability, throughput, energy consumption and diversity gain viewpoint and through allowing the multicast groups into maximum number, performances can be improved.

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Internet users consume online targeted advertising based on information collected about them and voluntarily share personal information in social networks. Sensor information and data from smart-phones is collected and used by applications, sometimes in unclear ways. As it happens today with smartphones, in the near future sensors will be shipped in all types of connected devices, enabling ubiquitous information gathering from the physical environment, enabling the vision of Ambient Intelligence. The value of gathered data, if not obvious, can be harnessed through data mining techniques and put to use by enabling personalized and tailored services as well as business intelligence practices, fueling the digital economy. However, the ever-expanding information gathering and use undermines the privacy conceptions of the past. Natural social practices of managing privacy in daily relations are overridden by socially-awkward communication tools, service providers struggle with security issues resulting in harmful data leaks, governments use mass surveillance techniques, the incentives of the digital economy threaten consumer privacy, and the advancement of consumergrade data-gathering technology enables new inter-personal abuses. A wide range of fields attempts to address technology-related privacy problems, however they vary immensely in terms of assumptions, scope and approach. Privacy of future use cases is typically handled vertically, instead of building upon previous work that can be re-contextualized, while current privacy problems are typically addressed per type in a more focused way. Because significant effort was required to make sense of the relations and structure of privacy-related work, this thesis attempts to transmit a structured view of it. It is multi-disciplinary - from cryptography to economics, including distributed systems and information theory - and addresses privacy issues of different natures. As existing work is framed and discussed, the contributions to the state-of-theart done in the scope of this thesis are presented. The contributions add to five distinct areas: 1) identity in distributed systems; 2) future context-aware services; 3) event-based context management; 4) low-latency information flow control; 5) high-dimensional dataset anonymity. Finally, having laid out such landscape of the privacy-preserving work, the current and future privacy challenges are discussed, considering not only technical but also socio-economic perspectives.

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This thesis reports on an investigation of the feasibility and usefulness of incorporating dynamic management facilities for managing sensed context data in a distributed contextaware mobile application. The investigation focuses on reducing the work required to integrate new sensed context streams in an existing context aware architecture. Current architectures require integration work for new streams and new contexts that are encountered. This means of operation is acceptable for current fixed architectures. However, as systems become more mobile the number of discoverable streams increases. Without the ability to discover and use these new streams the functionality of any given device will be limited to the streams that it knows how to decode. The integration of new streams requires that the sensed context data be understood by the current application. If the new source provides data of a type that an application currently requires then the new source should be connected to the application without any prior knowledge of the new source. If the type is similar and can be converted then this stream too should be appropriated by the application. Such applications are based on portable devices (phones, PDAs) for semi-autonomous services that use data from sensors connected to the devices, plus data exchanged with other such devices and remote servers. Such applications must handle input from a variety of sensors, refining the data locally and managing its communication from the device in volatile and unpredictable network conditions. The choice to focus on locally connected sensory input allows for the introduction of privacy and access controls. This local control can determine how the information is communicated to others. This investigation focuses on the evaluation of three approaches to sensor data management. The first system is characterised by its static management based on the pre-pended metadata. This was the reference system. Developed for a mobile system, the data was processed based on the attached metadata. The code that performed the processing was static. The second system was developed to move away from the static processing and introduce a greater freedom of handling for the data stream, this resulted in a heavy weight approach. The approach focused on pushing the processing of the data into a number of networked nodes rather than the monolithic design of the previous system. By creating a separate communication channel for the metadata it is possible to be more flexible with the amount and type of data transmitted. The final system pulled the benefits of the other systems together. By providing a small management class that would load a separate handler based on the incoming data, Dynamism was maximised whilst maintaining ease of code understanding. The three systems were then compared to highlight their ability to dynamically manage new sensed context. The evaluation took two approaches, the first is a quantitative analysis of the code to understand the complexity of the relative three systems. This was done by evaluating what changes to the system were involved for the new context. The second approach takes a qualitative view of the work required by the software engineer to reconfigure the systems to provide support for a new data stream. The evaluation highlights the various scenarios in which the three systems are most suited. There is always a trade-o↵ in the development of a system. The three approaches highlight this fact. The creation of a statically bound system can be quick to develop but may need to be completely re-written if the requirements move too far. Alternatively a highly dynamic system may be able to cope with new requirements but the developer time to create such a system may be greater than the creation of several simpler systems.

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As the interest in the Web of Things increases, specially for the general population, the barriers to entry for the use of these technologies should decrease. Current applications can be developed to adapt their behaviour to predefined conditions and users preferences, facilitating their use. In the future,Web of Things software should be able to automatically adjust its behaviour to non-predefined preferences or context of its users. In this vision paper we define the Situational-Context as the combination of the virtual profiles of the entities (things or people) that concur at a particular place and time. The computation of the Situational-Context allow us to predict the expected system behaviour and the required interaction between devices to meet the entities’ goals, achieving a better adjustment of the system to variable contexts.

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In this paper, we present PSiS (Personalized Sightseeing Tours Recommendation System) Mobile. PSiS Mobile is our proposal to a mobile recommendation and planning support system, which is designed to provide effective support during the tourist visit with context-aware information and recommendations about places of interest (POI), exploiting tourist preferences and context.

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In this paper, we present a state of the art on applications of mobile devices to support decision of a tourist running on a trip. We focus on two types of applications, tourism recommendation and tourism guide, making a brief description of the main characteristics of each one of them. We also refer the main problems encountered on the development of applications for mobile devices, and present PSiS (Personalized Sightseeing Tours Recommendation System) Mobile, our proposal to a mobile recommendation and planning support system, which is designed to provide an effective support during the tourist visit, providing contextaware information and recommendations about places of interest (POI) to visit, based on tourist preferences and his current context.

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Os sistemas de recomendação têm vindo a ser cada vez mais utilizados nos últimos anos. Por isso, é imprescindível que estes sistemas se adaptem à evolução da sociedade incluindo cada vez mais novas funcionalidades, tais como a adaptação do sistema ao contexto da pessoa. Esta adaptação pode ser feita através de, por exemplo, dispositivos móveis, que têm vindo a apresentar uma taxa de crescimento de vendas muito grande. Dada a crescente integração dos sistemas de recomendação com os sistemas móveis, foi elaborado um estudo sobre o estado da arte dos sistemas de auxílio ao turista que utilizam dispositivos móveis, sendo apresentadas as suas vantagens e desvantagens. Estes sistemas móveis de auxílio a turistas foram divididos em dois grupos: os que apresentam apenas a informação sobre pontos de interesse e os sistemas que são capazes de efectuar recomendações, com base no perfil do turista. Um breve estudo sobre os sistemas operativos para dispositivos móveis é apresentado, sendo especialmente focado o sistema operativo Android que foi o escolhido para esta implementação. Como os dispositivos móveis, actualmente, ainda possuem várias limitações, estas foram descritas e apresentadas as boas práticas no desenvolvimento de aplicações para este tipo de sistemas. É também apresentado um estudo que visa descobrir qual é o método mais leve e mais rápido para trocar dados entre a parte servidora e a parte móvel. Com a parte introdutória apresentada, é exposto o projecto desenvolvido nesta tese, o PSiS Mobile. Este sistema é um módulo que faz parte do projecto PSiS e pretende trazer todas as vantagens dos sistemas móveis para o sistema base já implementado. O projecto PSiS foca-se no estabelecimento de planos de visita personalizados com indicação de percursos para turistas com tempo limitado. Apoiando a definição de planos de visitas de acordo com o perfil do turista (interesses, valores pessoais, desejos, restrições, deficiências, etc.) combinando os produtos de turismo mais adequados (locais de interesse, eventos, restaurantes, etc.) em itinerários eficientes. A utilização de dispositivos móveis para acompanhamento da visita permite uma rápida interacção entre o turista e o sistema. Assim, o PSiS poderá recolher informação contextual do utilizador para que o perfil do mesmo seja enriquecido. O sistema apresentado é composto por duas partes: a parte cliente e a parte servidora. Toda a informação, como por exemplo o perfil do turista, histórico de viagens e valores de similaridade entre utilizadores está presente na parte servidora. O processo de recomendação também é efectuado pela aplicação servidora, sendo esta a responsável pela atribuição de uma classificação aos pontos de interesse tendo em conta o perfil do utilizador em causa. A base de dados do PSiS possui toda a informação relativa aos pontos de interesse numa determinada cidade ou região e o portfólio completo do histórico de visitas de cada utilizador. A componente móvel é uma parte muito importante para o sistema, pois interage com o utilizador no terreno. Um dispositivo móvel como o PDA, não só permite a apresentação de informação relevante ao utilizador, como também permite a recolha automática de informação contextual (por exemplo, a localização). Toda esta informação contribui para a definição de um perfil completo e para uma melhor adaptação do sistema às necessidades do utilizador. De forma a nem sempre estar dependente do servidor, a aplicação móvel possui rotinas para a realização de recomendações básicas. Ou seja, a aplicação móvel não realiza a classificação dos pontos de interesse, mas apenas mostra os principais resultados já formados pela parte servidora. Por exemplo, se um utilizador gostar de comida Chinesa, um restaurante Chinês nas imediações irá ter uma boa classificação e, por isso, ser recomendado. A aplicação móvel mostra ao turista o percurso definido para o dia em que o mesmo se encontra, sendo feito o rastreio do trajecto que o mesmo efectua. Assim, o sistema consegue saber se o horário do planeamento está a ser cumprido ou não. Caso não esteja, é invocado um algoritmo de planeamento que irá tentar corrigir o atraso ou o adiantamento perante o horário inicial. Depois de visitar um ponto de interesse, é pedido ao utilizador para fornecer feedback sobre o mesmo. Se desejado também é possível mostrar os pontos de interesse existentes perto do turista (usando as coordenadas GPS obtidas pelo dispositivo móvel) organizados por categorias, raio de distância, etc. Apesar dos dispositivos móveis possuírem várias restrições, pretendeu-se proporcionar ao utilizador uma boa experiência, através de uma aplicação rápida, de fácil utilização e adaptável, incluindo funcionalidades de planeamento, realidade aumentada e integração com a rede social do sistema. Todos estes factores contribuem para a disponibilização de informação detalhada ao turista.

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This paper reports on the design and development of an Android-based context-aware system to support Erasmus students during their mobility in Porto. It enables: (i) guest users to create, rate and store personal points of interest (POI) in a private, local on board database; and (ii) authenticated users to upload and share POI as well as get and rate recommended POI from the shared central database. The system is a distributed client / server application. The server interacts with a central database that maintains the user profiles and the shared POI organized by category and rating. The Android GUI application works both as a standalone application and as a client module. In standalone mode, guest users have access to generic info, a map-based interface and a local database to store and retrieve personal POI. Upon successful authentication, users can, additionally, share POI as well as get and rate recommendations sorted by category, rating and distance-to-user.

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The current ubiquitous network access and increase in network bandwidth are driving the sales of mobile location-aware user devices and, consequently, the development of context-aware applications, namely location-based services. The goal of this project is to provide consumers of location-based services with a richer end-user experience by means of service composition, personalization, device adaptation and continuity of service. Our approach relies on a multi-agent system composed of proxy agents that act as mediators and providers of personalization meta-services, device adaptation and continuity of service for consumers of pre-existing location-based services. These proxy agents, which have Web services interfaces to ensure a high level of interoperability, perform service composition and take in consideration the preferences of the users, the limitations of the user devices, making the usage of different types of devices seamless for the end-user. To validate and evaluate the performance of this approach, use cases were defined, tests were conducted and results gathered which demonstrated that the initial goals were successfully fulfilled.

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No panorama socioeconómico atual, a contenção de despesas e o corte no financiamento de serviços secundários consumidores de recursos conduzem à reformulação de processos e métodos das instituições públicas, que procuram manter a qualidade de vida dos seus cidadãos através de programas que se mostrem mais eficientes e económicos. O crescimento sustentado das tecnologias móveis, em conjunção com o aparecimento de novos paradigmas de interação pessoa-máquina com recurso a sensores e sistemas conscientes do contexto, criaram oportunidades de negócio na área do desenvolvimento de aplicações com vertente cívica para indivíduos e empresas, sensibilizando-os para a disponibilização de serviços orientados ao cidadão. Estas oportunidades de negócio incitaram a equipa do projeto a desenvolver uma plataforma de notificação de problemas urbanos baseada no seu sistema de informação geográfico para entidades municipais. O objetivo principal desta investigação foca a idealização, conceção e implementação de uma solução completa de notificação de problemas urbanos de caráter não urgente, distinta da concorrência pela facilidade com que os cidadãos são capazes de reportar situações que condicionam o seu dia-a-dia. Para alcançar esta distinção da restante oferta, foram realizados diversos estudos para determinar características inovadoras a implementar, assim como todas as funcionalidades base expectáveis neste tipo de sistemas. Esses estudos determinaram a implementação de técnicas de demarcação manual das zonas problemáticas e reconhecimento automático do tipo de problema reportado nas imagens, ambas desenvolvidas no âmbito deste projeto. Para a correta implementação dos módulos de demarcação e reconhecimento de imagem, foram feitos levantamentos do estado da arte destas áreas, fundamentando a escolha de métodos e tecnologias a integrar no projeto. Neste contexto, serão apresentadas em detalhe as várias fases que constituíram o processo de desenvolvimento da plataforma, desde a fase de estudo e comparação de ferramentas, metodologias, e técnicas para cada um dos conceitos abordados, passando pela proposta de um modelo de resolução, até à descrição pormenorizada dos algoritmos implementados. Por último, é realizada uma avaliação de desempenho ao par algoritmo/classificador desenvolvido, através da definição de métricas que estimam o sucesso ou insucesso do classificador de objetos. A avaliação é feita com base num conjunto de imagens de teste, recolhidas manualmente em plataformas públicas de notificação de problemas, confrontando os resultados obtidos pelo algoritmo com os resultados esperados.

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Delivery context-aware adaptative heterogenous systems. Currently, many types of devices that have gained access to the network is large and diverse. The different capabilities and characteristics of them, in addition to the different characteristics and preferences of users, have generated a new goal to overcome: how to adapt the contents taking into account this heterogeneity, known as the “delivery context.” The concepts of adaptation and accessibility have been widely discussed and have resulted in many proposals, standards and techniques designed to solve the problem, making it necessary to refine the analysis of the issue to be considered in the process of adaptation. We present a tour of the various proposals and standards that have marked the area of heterogeneous systems works, and others who have worked since the real-time interaction through agents based platforms. All targeted to solve a common goal: the delivery context

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A mobile ad hoc network (MANET) is a decentralized and infrastructure-less network. This thesis aims to provide support at the system-level for developers of applications or protocols in such networks. To do this, we propose contributions in both the algorithmic realm and in the practical realm. In the algorithmic realm, we contribute to the field by proposing different context-aware broadcast and multicast algorithms in MANETs, namely six-shot broadcast, six-shot multicast, PLAN-B and ageneric algorithmic approach to optimize the power consumption of existing algorithms. For each algorithm we propose, we compare it to existing algorithms that are either probabilistic or context-aware, and then we evaluate their performance based on simulations. We demonstrate that in some cases, context-aware information, such as location or signal-strength, can improve the effciency. In the practical realm, we propose a testbed framework, namely ManetLab, to implement and to deploy MANET-specific protocols, and to evaluate their performance. This testbed framework aims to increase the accuracy of performance evaluation compared to simulations, while keeping the ease of use offered by the simulators to reproduce a performance evaluation. By evaluating the performance of different probabilistic algorithms with ManetLab, we observe that both simulations and testbeds should be used in a complementary way. In addition to the above original contributions, we also provide two surveys about system-level support for ad hoc communications in order to establish a state of the art. The first is about existing broadcast algorithms and the second is about existing middleware solutions and the way they deal with privacy and especially with location privacy. - Un réseau mobile ad hoc (MANET) est un réseau avec une architecture décentralisée et sans infrastructure. Cette thèse vise à fournir un support adéquat, au niveau système, aux développeurs d'applications ou de protocoles dans de tels réseaux. Dans ce but, nous proposons des contributions à la fois dans le domaine de l'algorithmique et dans celui de la pratique. Nous contribuons au domaine algorithmique en proposant différents algorithmes de diffusion dans les MANETs, algorithmes qui sont sensibles au contexte, à savoir six-shot broadcast,six-shot multicast, PLAN-B ainsi qu'une approche générique permettant d'optimiser la consommation d'énergie de ces algorithmes. Pour chaque algorithme que nous proposons, nous le comparons à des algorithmes existants qui sont soit probabilistes, soit sensibles au contexte, puis nous évaluons leurs performances sur la base de simulations. Nous montrons que, dans certains cas, des informations liées au contexte, telles que la localisation ou l'intensité du signal, peuvent améliorer l'efficience de ces algorithmes. Sur le plan pratique, nous proposons une plateforme logicielle pour la création de bancs d'essai, intitulé ManetLab, permettant d'implémenter, et de déployer des protocoles spécifiques aux MANETs, de sorte à évaluer leur performance. Cet outil logiciel vise à accroître la précision desévaluations de performance comparativement à celles fournies par des simulations, tout en conservant la facilité d'utilisation offerte par les simulateurs pour reproduire uneévaluation de performance. En évaluant les performances de différents algorithmes probabilistes avec ManetLab, nous observons que simulateurs et bancs d'essai doivent être utilisés de manière complémentaire. En plus de ces contributions principales, nous fournissons également deux états de l'art au sujet du support nécessaire pour les communications ad hoc. Le premier porte sur les algorithmes de diffusion existants et le second sur les solutions de type middleware existantes et la façon dont elles traitent de la confidentialité, en particulier celle de la localisation.

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Kontekstitietoisuuden katsotaan voivan parantaa sovellusten ja palvelujen käytettävyyttä matkapuhelimissa. Kontekstitietoisuuden tekniikoita voidaan käyttää myös peleissä, joko siksi, että ne mahdollistavat uudenlaisia pelejä, tai siksi, että peleillä voidaan havainnollistaa ja testata eri tekniikoiden toimintaa. Diplomityössä esitellään prototyyppi monen pelaajan kontekstitietoisesta mobiilipelistä, jossa pelivälineinä käytetään kamerapuhelimella luettavia tavallisia viivakoodeja. Viivakoodit on yhdistetty palvelimella sijaitsevan pelimaailman kohteisiin, joiden omistuksesta pelaajat kilpailevat. Peliä on tarkoitus arvioida myöhemmin pelattavuuden ja idean kiinnostavuuden kannalta. Prototyypin toinen tehtävä on havainnollistaa Multi-User Publishing Environment (MUPE) -sovellusalustan tukea kontekstitietoisuudelle. Työ kuvaa pelin suunnittelun, toteutuksen ja arvioinnin alkaen varhaisimmista ideoista ja päättyen osittaiseen prototyyppiin. Prototyypissä on toteutettu osa pelilogiikasta ja käyttöliittymästä, mutta sitä ei ole integroitu kontekstitietoa kerääviin sensoreihin. Pelin suunnittelussa käytettiin apuna heuristista arviointia ja kahta fokusryhmähaastattelua.

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Erilaisten mobiiliverkkojen käytön yleistyessä nousee esiin uudenlaisia sovellusalueita, kuten esimerkiksi paikkatietoiset sovellukset. Mobiiliudesta johtuen sovellusten käyttötilanteet vaihtelevat. Käyttötilanteista voidaan kerätä tietoa ja käyttää tätä hyödyksi. Tilannetiedolla tarkoitetaan sovelluksen käyttötilanteeseen tai käyttäjään liittyvää lisätietoa. Paikka- ja tilannetietoisten sovellusten kehittäminen vaati monia ohjelmistokehitystä tukevia järjestelmiä. Tilannetiedon väljän määritelmän takia tilannetietoisten sovellusten kehitykselle ei ole vielä selkeitä toimintamalleja. Tilannetietoisten sovellusten kehitystä avustavia järjestelmiä on luotu etenkin tutkimuksessa, mutta nämä eivät ole vielä yleistyneet laajempaan käyttöön. Paikkatiedon käyttö sen sijaan on hyvinkin standardoitua, mutta paikkatieto nähdään vain osana tilannetietoa. Tässä diplomityössä toteutettiin paikka- ja tilannetiedon sovelluskehitystä tukevia järjestelmiä, joilla paikka- ja tilannetiedon hyödyntäminen sovelluksissa mahdollistettiin. WLAN - verkosta saadun paikkatiedon hyödyntämiseen toteutettiin SOAP -palvelurajapinta. Tilannetiedon hyödyntämiseksi toteutettiin MUPE -sovellusympäristöön välittäjäkomponentteja paikka-, sää- ja kuntopyörän harjoitustiedolle sekä RFID -havaintotiedoille. Näitä komponetteja käytettiin tilannetietoisten sovellusten luomiseen sekä tietoliikennetekniikan laitoksen codecamp -kursseilla, että tilannetietoisessa pelisovelluksessa. Työn tuloksena saatiin toimivia sovelluksia, ja välittäjäkomponentit sovellusten luomiseen. Työn tuloksena voidaan todeta, että ilman tilannetietoista sovelluskehitystä tukevia komponentteja, olisi tämäntyyppinen sovelluskehitys huomattavasti vaativampaa. Tukevat komponentit helpottavat sovelluskehitystä, mutta helposti myös rajaavat kehitysmahdollisuuksia.

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Tässä työssä selvitetään mitä mobiiliympäristössä käytettävillä kontekstitietoisilla sovelluksilla tarkoitetaan, miksi niitä tarvitaan ja mitä niiden avulla voidaan saavuttaa. Käyttäjäkeskeisen palvelun tavoitteena on mukautua käyttäjän kontekstiin, sekä hänen tarpeisiin ja tavoitteisiin ilman käyttäjältä vaadittavaa jatkuvaa vuorovaikutusta. Kontekstitietoisen sovelluksen suunnittelussa ja toteutuksessa tulee kiinnittää huomiota muun muassa kontekstitiedon keräämiseen, tallentamiseen ja tiedon eheyden säilyttämiseen. Sovelluksen suunnittelun tärkein haaste on toteuttaa hyvä logiikka, joka osaa päätellä kontekstitiedoista mitä toimintoja sen tulisi suorittaa. Mobiilipalveluiden personalisoinnissa on tärkeää ottaa huomioon käyttäjän, laitteen ja palvelun väliset vuorovaikutussuhteet. Nämä vuorovaikutussuhteet määrittelevät miten tiettyä mobiilipalvelua tulisi personalisoida jotta palvelu pystyy täyttämään käyttäjän sille asettamat vaatimukset.