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WiFiScout: A Crowdsensing WiFi Advisory System
with Gamification-based Incentive
Fang-Jing Wu and Tie Luo
Institute for Infocomm Research, A*STAR, Singapore
Email:wufj@i2r.a-star.edu.sg, luot@i2r.a-star.edu.sg
Abstract—As mobile crowdsensing techniques are steering many
smart-city applications, an incentive scheme that motivates the
crowd to actively participate becomes a key to the success of such
city-scale applications. This paper presents a crowdsensing WiFi
advisory system called WiFiScout, which helps smartphone users to
find good quality WiFi hotspots. The quality information is defined
in terms of user experience and hence the system requires users
to contribute information of their experience with WiFi hotspots.
To motivate people to contribute such information, we design and
implement a gamification-based incentive scheme in WiFiScout.
It allows a user to “conquer WiFi territories” by becoming the
top contributor for WiFi hotspots at different locations. The
contribution is based on the diversity and amount of data a user
submits, for which he will be rewarded accordingly. WiFiScout
has been implemented on Android and it facilitates the collection
of city-wide WiFi advisory information provided by real users
according to their actual experience.
Index Terms—Participatory sensing, crowdsourcing, smart city
I. INTRODUCTION
Mobile crowdsensing techniques have inspired many real-
world smart-city applications such as traffic navigation systems
[1] and urban noise mapping systems [2]. Some other systems
provide coarse-grained information of WiFi hotspots [3] or
cellular network coverage [4].
However, a big challenge in crowdsensing applications is to
have an incentive scheme that motivates people to contribute
sensing data. This work presents a crowdsensing WiFi advisory
system called WiFiScout, that incorporates a gamification-based
incentive scheme to reward users who contribute the most useful
data based on the diversity and amount of the contributed data.
WiFiScout supports three advisory modes: (1) offline search, (2)
online review, and (3) gamification-based WiFi map. The offline
search mode allows a user to search for a list of available WiFi
access points around a queried region, even though he is not
near the region. The online review mode allows a user who
already connects to a WiFi access point to submit a review
about his experience on that WiFi access point through his
smartphone. The gamification-based WiFi map displays all the
WiFi access points on a city map, but unlike other similar
applications, each access point is represented by a user who
has contributed the most useful information to it. Compared to
existing systems, WiFiScout has the following unique features.
First, it incorporates a gamification-based incentive to motivate
people to contribute high-quality data [5], in which the reward
system considers not only the amount but also the diversity
of the contributed data. Second, WiFiScout collects real user
experience—in terms of WiFi network quality and tagged by
semantic places—as well as device-measured metrics such
as signal strength and link speed, in order to provide more
comprehensive WiFi-related information.
Fig. 1. The system architecture of WiFiScout.
II. SYSTEM DESIGN
A. System Architecture
See Fig. 1. The front-end WiFi advisory service cooper-
ates with the gamification-based incentive to collect diverse
and high-quality data. The back-end platform manages the
collected data and evaluates users’ contributions through four
major components: database, external dataset, data aggregation,
and gamification-based incentive. The database stores the raw
sensing data and processed data. Not only our own dataset but
also an external dataset from a government agency are imported
into our system to enhance the WiFi advisory service. The
component of data aggregation clusters collected data based
on the spatial correlation among them. The gamification-based
incentive evaluates each user’s contributions based on the data
diversity submitted by the user and let all the users compete for
rewards.
B. Front-end Design
WiFiScout consists of four major components: (1) WiFi
advisory service, (2) local cache manager, (3) place sensing,
(4) network meter. The WiFi advisory service guides people to
find out “better” WiFi access point, collects user reviews, and
provides users with a gamification interface to win rewards. The
local cache manager maintains a lightweight database on each
smartphone to support offline search. The place sensing captures
2014 IEEE 11th International Conference on Mobile Ad Hoc and Sensor Systems
978-1-4799-6036-1/14 $31.00 © 2014 IEEE
DOI 10.1109/MASS.2014.32
533
F 8VHU UHYLHZE 7KH *DPLILFDWLRQ EDVHG :L)L PDSD &URZGVHQVHG :L)L PDS
Fig. 2. Screenshots of the WiFiScout mobile application.
the semantic place information associated with a WiFi access
point, represented by a fine-grained location including street
address, floor information, and room information, in order to
facilitate a user to find the WiFi access point easily. The network
meter measures the connectivity quality of a WiFi access point
including the signal strength, link speed, uploading speed and
downloading speed, associated with its BSSID and SSID.
C. Reward Evaluation
The gamification-based incentive scheme evaluates user con-
tributions according to the following rules:
• When a new user initially joins the system, the user will
have Rs starting points.
• When a user u connects to a WiFi access point, say AP,
and submits a user review for AP, he will be rewarded
points of:
– R, if u did not contribute any review for AP in the
past;
– R
2 , if τ(AP, u) ≥ T, where τ(AP, u) is the time in-
terval between this review and the previous review for
AP submitted by u, and T is a predefined threshold;
or
– 0, if τ(AP, u) < T.
By these rules, a user who reviews many different WiFi access
points with sufficient time interval in between (so that there is
less correlation), and for a long term, will be considered by the
system as a useful data contributor. Thus, the gamification-based
incentive will rank users according to their reward points, and
enable the top contributor for each WiFi access point to “own”
that access point. As this process continues, such ownership will
change according to each user’s contribution performance and,
thereby, creating a gamification enthronement in which users
compete with one another to “claim” territories by placing their
avatar pictures on as many locations as possible in a city map.
III. IMPLEMENTATION AND DEMONSTRATION
In the current implementation of WiFiScout, we choose the
threshold T to be 6 hours. Fig. 2(a) is the crowdsensed WiFi
map where nearby hotspots are clustered together, with the
number indicating the cluster size. Fig. 2 (b) is the gamification-
based WiFi map where each avatar picture represents the top
contributor for that particular WiFi access point. Fig. 2 (c) is
the interface crowdsourcing for the user reviews on their WiFi
experience.
The next implementation will enhance both incentive and
trustworthiness aspects by incorporating a social-economic
scheme called SEW [6].
ACKNOWLEDGMENT
The authors would like to thank Wendy Ng, Huiwen Zhong,
Johnny Zhou, Jason Cheah, La Thanh Tam and Mingding Han
for their help in developing the system.
REFERENCES
[1] “Waze,” https://www.waze.com/.
[2] R. K. Rana, C. T. Chou, S. S. Kanhere, N. Bulusu, and W. Hu, “Ear-Phone:
An end-to-end participatory urban noise mapping system,” in IEEE IPSN,
2010, pp. 105–116.
[3] “WeFi,” www.wefi.com/.
[4] “OpenSignal,” http://opensignal.com/.
[5] C.-K. Tham and T. Luo, “Quality of contributed service and market
equilibrium for participatory sensing,” in IEEE DCOSS, 2013.
[6] T. Luo, S. S. Kanhere, and H.-P. Tan, “SEW-ing a simple endorsement web
to incentivize trustworthy participatory sensing,” in IEEE SECON, 2014.
534

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[MASS14]-WiFiScout-demo

  • 1. WiFiScout: A Crowdsensing WiFi Advisory System with Gamification-based Incentive Fang-Jing Wu and Tie Luo Institute for Infocomm Research, A*STAR, Singapore Email:wufj@i2r.a-star.edu.sg, luot@i2r.a-star.edu.sg Abstract—As mobile crowdsensing techniques are steering many smart-city applications, an incentive scheme that motivates the crowd to actively participate becomes a key to the success of such city-scale applications. This paper presents a crowdsensing WiFi advisory system called WiFiScout, which helps smartphone users to find good quality WiFi hotspots. The quality information is defined in terms of user experience and hence the system requires users to contribute information of their experience with WiFi hotspots. To motivate people to contribute such information, we design and implement a gamification-based incentive scheme in WiFiScout. It allows a user to “conquer WiFi territories” by becoming the top contributor for WiFi hotspots at different locations. The contribution is based on the diversity and amount of data a user submits, for which he will be rewarded accordingly. WiFiScout has been implemented on Android and it facilitates the collection of city-wide WiFi advisory information provided by real users according to their actual experience. Index Terms—Participatory sensing, crowdsourcing, smart city I. INTRODUCTION Mobile crowdsensing techniques have inspired many real- world smart-city applications such as traffic navigation systems [1] and urban noise mapping systems [2]. Some other systems provide coarse-grained information of WiFi hotspots [3] or cellular network coverage [4]. However, a big challenge in crowdsensing applications is to have an incentive scheme that motivates people to contribute sensing data. This work presents a crowdsensing WiFi advisory system called WiFiScout, that incorporates a gamification-based incentive scheme to reward users who contribute the most useful data based on the diversity and amount of the contributed data. WiFiScout supports three advisory modes: (1) offline search, (2) online review, and (3) gamification-based WiFi map. The offline search mode allows a user to search for a list of available WiFi access points around a queried region, even though he is not near the region. The online review mode allows a user who already connects to a WiFi access point to submit a review about his experience on that WiFi access point through his smartphone. The gamification-based WiFi map displays all the WiFi access points on a city map, but unlike other similar applications, each access point is represented by a user who has contributed the most useful information to it. Compared to existing systems, WiFiScout has the following unique features. First, it incorporates a gamification-based incentive to motivate people to contribute high-quality data [5], in which the reward system considers not only the amount but also the diversity of the contributed data. Second, WiFiScout collects real user experience—in terms of WiFi network quality and tagged by semantic places—as well as device-measured metrics such as signal strength and link speed, in order to provide more comprehensive WiFi-related information. Fig. 1. The system architecture of WiFiScout. II. SYSTEM DESIGN A. System Architecture See Fig. 1. The front-end WiFi advisory service cooper- ates with the gamification-based incentive to collect diverse and high-quality data. The back-end platform manages the collected data and evaluates users’ contributions through four major components: database, external dataset, data aggregation, and gamification-based incentive. The database stores the raw sensing data and processed data. Not only our own dataset but also an external dataset from a government agency are imported into our system to enhance the WiFi advisory service. The component of data aggregation clusters collected data based on the spatial correlation among them. The gamification-based incentive evaluates each user’s contributions based on the data diversity submitted by the user and let all the users compete for rewards. B. Front-end Design WiFiScout consists of four major components: (1) WiFi advisory service, (2) local cache manager, (3) place sensing, (4) network meter. The WiFi advisory service guides people to find out “better” WiFi access point, collects user reviews, and provides users with a gamification interface to win rewards. The local cache manager maintains a lightweight database on each smartphone to support offline search. The place sensing captures 2014 IEEE 11th International Conference on Mobile Ad Hoc and Sensor Systems 978-1-4799-6036-1/14 $31.00 © 2014 IEEE DOI 10.1109/MASS.2014.32 533
  • 2. F 8VHU UHYLHZE 7KH *DPLILFDWLRQ EDVHG :L)L PDSD &URZGVHQVHG :L)L PDS Fig. 2. Screenshots of the WiFiScout mobile application. the semantic place information associated with a WiFi access point, represented by a fine-grained location including street address, floor information, and room information, in order to facilitate a user to find the WiFi access point easily. The network meter measures the connectivity quality of a WiFi access point including the signal strength, link speed, uploading speed and downloading speed, associated with its BSSID and SSID. C. Reward Evaluation The gamification-based incentive scheme evaluates user con- tributions according to the following rules: • When a new user initially joins the system, the user will have Rs starting points. • When a user u connects to a WiFi access point, say AP, and submits a user review for AP, he will be rewarded points of: – R, if u did not contribute any review for AP in the past; – R 2 , if τ(AP, u) ≥ T, where τ(AP, u) is the time in- terval between this review and the previous review for AP submitted by u, and T is a predefined threshold; or – 0, if τ(AP, u) < T. By these rules, a user who reviews many different WiFi access points with sufficient time interval in between (so that there is less correlation), and for a long term, will be considered by the system as a useful data contributor. Thus, the gamification-based incentive will rank users according to their reward points, and enable the top contributor for each WiFi access point to “own” that access point. As this process continues, such ownership will change according to each user’s contribution performance and, thereby, creating a gamification enthronement in which users compete with one another to “claim” territories by placing their avatar pictures on as many locations as possible in a city map. III. IMPLEMENTATION AND DEMONSTRATION In the current implementation of WiFiScout, we choose the threshold T to be 6 hours. Fig. 2(a) is the crowdsensed WiFi map where nearby hotspots are clustered together, with the number indicating the cluster size. Fig. 2 (b) is the gamification- based WiFi map where each avatar picture represents the top contributor for that particular WiFi access point. Fig. 2 (c) is the interface crowdsourcing for the user reviews on their WiFi experience. The next implementation will enhance both incentive and trustworthiness aspects by incorporating a social-economic scheme called SEW [6]. ACKNOWLEDGMENT The authors would like to thank Wendy Ng, Huiwen Zhong, Johnny Zhou, Jason Cheah, La Thanh Tam and Mingding Han for their help in developing the system. REFERENCES [1] “Waze,” https://www.waze.com/. [2] R. K. Rana, C. T. Chou, S. S. Kanhere, N. Bulusu, and W. Hu, “Ear-Phone: An end-to-end participatory urban noise mapping system,” in IEEE IPSN, 2010, pp. 105–116. [3] “WeFi,” www.wefi.com/. [4] “OpenSignal,” http://opensignal.com/. [5] C.-K. Tham and T. Luo, “Quality of contributed service and market equilibrium for participatory sensing,” in IEEE DCOSS, 2013. [6] T. Luo, S. S. Kanhere, and H.-P. Tan, “SEW-ing a simple endorsement web to incentivize trustworthy participatory sensing,” in IEEE SECON, 2014. 534