The document describes a case study of four agents demonstrating cross-domain interoperability using a shared ontology in a space-based communication architecture. The case study involves agents for an exercise logger, game, mood-based music player, and phone status observer that are able to interoperate by describing themselves and information using a common ontology without direct communication. The approach aims to achieve interoperability through localized semantic unification rather than standardization.
SURVEY PAPER ON PRIVACY IN LOCATION BASED SEARCH QUERIES.ijiert bestjournal
Due to tremendous growth in mobile phones,the mark et for Location Based Services is growing fast. Man y mobile phone applications uses location based services suc h as nearest store finder,car navigation system et c. Location � Based Services provides services to mobile device u sers based on the location information as well as d ata profile of the users. Using these services mobile users retrie ve information about nearest POI. This involves loc ation and data profile of the user�s to be misused. In order to pr otect user�s private information many solutions ar e offered but most of them only addressed on snapshot and no supp ort for continuous query and MQMO .Some papers add ressed MQMO but fails to provide privacy. This paper focus es on MQMO and also protect user�s private informat ion using PIR (private information retrieval) .
SECURING BGP BY HANDLING DYNAMIC NETWORK BEHAVIOR AND UNBALANCED DATASETSIJCNCJournal
The Border Gateway Protocol (BGP) provides crucial routing information for the Internet infrastructure. A problem with abnormal routing behavior affects the stability and connectivity of the global Internet. The biggest hurdles in detecting BGP attacks are extremely unbalanced data set category distribution and the dynamic nature of the network. This unbalanced class distribution and dynamic nature of the network results in the classifier's inferior performance. In this paper we proposed an efficient approach to properly managing these problems, the proposed approach tackles the unbalanced classification of datasets by turning the problem of binary classification into a problem of multiclass classification. This is achieved by splitting the majority-class samples evenly into multiple segments using Affinity Propagation, where the number of segments is chosen so that the number of samples in any segment closely matches the minority-class samples. Such sections of the dataset together with the minor class are then viewed as different classes and used to train the Extreme Learning Machine (ELM). The RIPE and BCNET datasets are used to evaluate the performance of the proposed technique. When no feature selection is used, the proposed technique improves the F1 score by 1.9% compared to state-of-the-art techniques. With the Fischer feature selection algorithm, the proposed algorithm achieved the highest F1 score of 76.3%, which was a 1.7% improvement over the compared ones. Additionally, the MIQ feature selection technique improves the accuracy by 3.5%. For the BCNET dataset, the proposed technique improves the F1 score by 1.8% for the Fisher feature selection technique. The experimental findings support the substantial improvement in performance from previous approaches by the new technique.
Privacy preserving optimal meeting location determination on mobile devicesIGEEKS TECHNOLOGIES
This paper proposes privacy-preserving algorithms for determining an optimal meeting location for a group of users. It addresses the privacy issues in location-based services (LBS) that require sharing of user locations. Two algorithms are presented that allow each user to provide a single location preference to the solver while preserving privacy from other users and the service provider. The paper evaluates the security and privacy of the algorithms through theoretical analysis and implementation on mobile devices. A user study provides insights into privacy concerns with LBS and the usability of the proposed solutions.
Synthesis of Non-Replicated Dynamic Fragment Allocation Algorithm in Distribu...IDES Editor
This document summarizes a research paper that proposes a new dynamic fragment allocation algorithm for distributed database systems. The algorithm incorporates time constraints of database accesses, a volume threshold, and the volume of data transmitted between sites over time to dynamically reallocate fragments based on changing access patterns. It aims to migrate fragments to sites that consistently transfer the most data to/from that fragment over recent time intervals. This is intended to improve performance by minimizing data transmission costs as access patterns change. Key factors like the volume threshold, time interval duration, and consistency threshold regulate how frequently fragments are reallocated.
Privacy preserving optimal meeting location determination on mobile devicesAdz91 Digital Ads Pvt Ltd
The document proposes privacy-preserving algorithms for determining an optimal meeting location for a group of users. It aims to solve this fair rendezvous point (FRVP) problem in a way that protects users' location privacy from both other users and third-party service providers. The algorithms utilize homomorphic encryption to privately compute the meeting point from users' location preferences without revealing those preferences. The document evaluates the privacy and performance of the algorithms through both theoretical analysis and prototype implementation on mobile devices.
Privacy preserving relative location based services for mobile usersLeMeniz Infotech
Privacy preserving relative location based services for mobile users
Do Your Projects With Technology Experts
To Get this projects Call : 9566355386 / 99625 88976
Web : http://www.lemenizinfotech.com
Web : http://www.ieeemaster.com
Mail : projects@lemenizinfotech.com
Blog : http://ieeeprojectspondicherry.weebly.com
Blog : http://www.ieeeprojectsinpondicherry.blogspot.in/
Youtube:https://www.youtube.com/watch?v=eesBNUnKvws
Ontology Mapping for Dynamic Multiagent Environment IJORCS
Ontologies are essential for the realization of the Semantic Web, which in turn relies on the ability of systems to identify and exploit relationships that exist between and within ontologies. As ontologies can be used to represent different domains, there is a high need for efficient ontology matching techniques that can allow information to be easily shared between different heterogeneous systems. There are various systems were proposed recently for ontology mapping. Ontology mapping is a prerequisite for achieving heterogeneous data integration on the Semantic Web. The vision of the Semantic Web implies that a large number of ontologies present on the web need to be aligned before one can make use of them. At the same time, these ontologies can be used as domain-specific background knowledge by the ontology mapping systems to increase the mapping precision. However, these ontologies can differ in representation, quality, and size that pose different challenges to ontology mapping. In this paper, we analyzed the various challenges of recently introduced Multi-Agent Ontology Mapping Framework, DSSim and we have integrated an efficient feature called QoS-Web Services Composition with DSSsim. ie we have improved this framework with QoS based Service Compositions Mechanism. From our experimental results, it is established that this developed QoS based Web Services Compositions Mechanism for Multiagent Ontology Mapping Framework minimizing uncertain reasoning and improves matching time, which are encouraging results of our proposed work.
To Get any Project for CSE, IT ECE, EEE Contact Me @ 09849539085, 09966235788 or mail us - ieeefinalsemprojects@gmail.co¬m-Visit Our Website: www.finalyearprojects.org
SURVEY PAPER ON PRIVACY IN LOCATION BASED SEARCH QUERIES.ijiert bestjournal
Due to tremendous growth in mobile phones,the mark et for Location Based Services is growing fast. Man y mobile phone applications uses location based services suc h as nearest store finder,car navigation system et c. Location � Based Services provides services to mobile device u sers based on the location information as well as d ata profile of the users. Using these services mobile users retrie ve information about nearest POI. This involves loc ation and data profile of the user�s to be misused. In order to pr otect user�s private information many solutions ar e offered but most of them only addressed on snapshot and no supp ort for continuous query and MQMO .Some papers add ressed MQMO but fails to provide privacy. This paper focus es on MQMO and also protect user�s private informat ion using PIR (private information retrieval) .
SECURING BGP BY HANDLING DYNAMIC NETWORK BEHAVIOR AND UNBALANCED DATASETSIJCNCJournal
The Border Gateway Protocol (BGP) provides crucial routing information for the Internet infrastructure. A problem with abnormal routing behavior affects the stability and connectivity of the global Internet. The biggest hurdles in detecting BGP attacks are extremely unbalanced data set category distribution and the dynamic nature of the network. This unbalanced class distribution and dynamic nature of the network results in the classifier's inferior performance. In this paper we proposed an efficient approach to properly managing these problems, the proposed approach tackles the unbalanced classification of datasets by turning the problem of binary classification into a problem of multiclass classification. This is achieved by splitting the majority-class samples evenly into multiple segments using Affinity Propagation, where the number of segments is chosen so that the number of samples in any segment closely matches the minority-class samples. Such sections of the dataset together with the minor class are then viewed as different classes and used to train the Extreme Learning Machine (ELM). The RIPE and BCNET datasets are used to evaluate the performance of the proposed technique. When no feature selection is used, the proposed technique improves the F1 score by 1.9% compared to state-of-the-art techniques. With the Fischer feature selection algorithm, the proposed algorithm achieved the highest F1 score of 76.3%, which was a 1.7% improvement over the compared ones. Additionally, the MIQ feature selection technique improves the accuracy by 3.5%. For the BCNET dataset, the proposed technique improves the F1 score by 1.8% for the Fisher feature selection technique. The experimental findings support the substantial improvement in performance from previous approaches by the new technique.
Privacy preserving optimal meeting location determination on mobile devicesIGEEKS TECHNOLOGIES
This paper proposes privacy-preserving algorithms for determining an optimal meeting location for a group of users. It addresses the privacy issues in location-based services (LBS) that require sharing of user locations. Two algorithms are presented that allow each user to provide a single location preference to the solver while preserving privacy from other users and the service provider. The paper evaluates the security and privacy of the algorithms through theoretical analysis and implementation on mobile devices. A user study provides insights into privacy concerns with LBS and the usability of the proposed solutions.
Synthesis of Non-Replicated Dynamic Fragment Allocation Algorithm in Distribu...IDES Editor
This document summarizes a research paper that proposes a new dynamic fragment allocation algorithm for distributed database systems. The algorithm incorporates time constraints of database accesses, a volume threshold, and the volume of data transmitted between sites over time to dynamically reallocate fragments based on changing access patterns. It aims to migrate fragments to sites that consistently transfer the most data to/from that fragment over recent time intervals. This is intended to improve performance by minimizing data transmission costs as access patterns change. Key factors like the volume threshold, time interval duration, and consistency threshold regulate how frequently fragments are reallocated.
Privacy preserving optimal meeting location determination on mobile devicesAdz91 Digital Ads Pvt Ltd
The document proposes privacy-preserving algorithms for determining an optimal meeting location for a group of users. It aims to solve this fair rendezvous point (FRVP) problem in a way that protects users' location privacy from both other users and third-party service providers. The algorithms utilize homomorphic encryption to privately compute the meeting point from users' location preferences without revealing those preferences. The document evaluates the privacy and performance of the algorithms through both theoretical analysis and prototype implementation on mobile devices.
Privacy preserving relative location based services for mobile usersLeMeniz Infotech
Privacy preserving relative location based services for mobile users
Do Your Projects With Technology Experts
To Get this projects Call : 9566355386 / 99625 88976
Web : http://www.lemenizinfotech.com
Web : http://www.ieeemaster.com
Mail : projects@lemenizinfotech.com
Blog : http://ieeeprojectspondicherry.weebly.com
Blog : http://www.ieeeprojectsinpondicherry.blogspot.in/
Youtube:https://www.youtube.com/watch?v=eesBNUnKvws
Ontology Mapping for Dynamic Multiagent Environment IJORCS
Ontologies are essential for the realization of the Semantic Web, which in turn relies on the ability of systems to identify and exploit relationships that exist between and within ontologies. As ontologies can be used to represent different domains, there is a high need for efficient ontology matching techniques that can allow information to be easily shared between different heterogeneous systems. There are various systems were proposed recently for ontology mapping. Ontology mapping is a prerequisite for achieving heterogeneous data integration on the Semantic Web. The vision of the Semantic Web implies that a large number of ontologies present on the web need to be aligned before one can make use of them. At the same time, these ontologies can be used as domain-specific background knowledge by the ontology mapping systems to increase the mapping precision. However, these ontologies can differ in representation, quality, and size that pose different challenges to ontology mapping. In this paper, we analyzed the various challenges of recently introduced Multi-Agent Ontology Mapping Framework, DSSim and we have integrated an efficient feature called QoS-Web Services Composition with DSSsim. ie we have improved this framework with QoS based Service Compositions Mechanism. From our experimental results, it is established that this developed QoS based Web Services Compositions Mechanism for Multiagent Ontology Mapping Framework minimizing uncertain reasoning and improves matching time, which are encouraging results of our proposed work.
To Get any Project for CSE, IT ECE, EEE Contact Me @ 09849539085, 09966235788 or mail us - ieeefinalsemprojects@gmail.co¬m-Visit Our Website: www.finalyearprojects.org
Key management in information centric networkingIJCNCJournal
Information centric networking (ICN) has been in the spotlight of recent research. It is an emerging
communication paradigm that relays on the concept of publish and subscribe. It aims to revise the current
Internet with a new clean slate architecture where the design is completely different from today’s location
based model. To secure the forwarding plan in this network, it is vital to have a time based transient
forwarding identifiers by periodically changing the network link identifiers. This assumes shared keys to be
distributed prior the communications between an entity termed topology manager (TM) and each forwarder
in the network. Exchanging and sharing a secret key between two parties is one of most critical functions in
cryptography that needs to be more concerned when integrating cryptographic functions into the system. As
ICN is brand new Internet architecture, many existing cryptography protocols may need to be redesigned
to fit this new architecture. Therefore, this paper focuses on the security aspect of ICN and proposes an
initial design to deploy the integrated Diffie-Hellman-DSA key exchange protocol as a key distributions
mechanism.
LocX is a system that provides improved location privacy for users of geo-social applications. It decouples a user's real-world location from the location data shared with servers through the use of coordinate transformations and encryption. Users generate mappings between transformed locations and encrypted indexes (L2I) that are stored on an index server via proxies, as well as mappings between indexes and encrypted location data (I2D) stored directly on a data server. This allows users to query for friends' location data based on transformed coordinates while preserving the privacy of their real locations.
To Get any Project for CSE, IT ECE, EEE Contact Me @ 09849539085, 09966235788 or mail us - ieeefinalsemprojects@gmail.co¬m-Visit Our Website: www.finalyearprojects.org
Secure Multi-Party Negotiation: An Analysis for Electronic Payments in Mobile...IDES Editor
This document summarizes and analyzes secure multi-party negotiation protocols for electronic payments in mobile computing. It presents a framework for secure multi-party decision protocols using lightweight implementations. The main focus is on synchronizing security features to avoid agreement manipulation and reduce user traffic. The paper describes negotiation between an auctioneer and bidders, showing multiparty security is better than existing systems. It analyzes the performance of encryption algorithms like ECC, XTR, and RSA for use in the multiparty negotiation protocols.
An Enhanced Inter-Domain Communication among MANETs through selected Gatewaysidescitation
In Mobile Ad-hoc Networks(MANETs), enabling
communication among different domains is becoming one of
the areas of research topics as Border Gateway Protocol (BGP)
is not adequate to support MANETs (Mobile Ad-hoc Networks).
BGP does not scale to mobile and topological environment
[14]. So there is a need to develop an efficient inter-domain
routing protocol for heterogeneous MANETs. This is to
improve the connectivity of the nodes present in different
domains. Gateways as special nodes must be used for Inter-
Domain communication which acts as bridge between domains
and they play a major role in route updation, protocol
translation and policy enforcement. Due to mobility of nodes,
gateway functionality must be assigned dynamically for nodes
as static assignment will not be effective. In this paper an
attempt has been made to select minimum number of
gateways. Nodes in different domains can communicate
through the selected gateways. Data transmission occurs
through minimum hops (minimum geographical distance) and
least load path.
Selfish Node Isolation & Incentivation using Progressive ThresholdsIDES Editor
The problems associated with selfish nodes in
MANET are addressed by a collaborative watchdog approach
which reduces the detection time for selfish nodes thereby
improves the performance and accuracy of watchdogs[1]. In
the related works they make use of credit based systems, reputation
based mechanisms, pathrater and watchdog mechanism
to detect such selfish nodes. In this paper we follow an approach
of collaborative watchdog which reduces the detection
time for selfish nodes and also involves the removal of such
selfish nodes based on some progressively assessed thresholds.
The threshold gives the nodes a chance to stop misbehaving
before it is permanently deleted from the network.
The node passes through several isolation processes before it
is permanently removed. Another version of AODV protocol
is used here which allows the simulation of selfish nodes in
NS2 by adding or modifying log files in the protocol.
Location based spatial query processing in wireless broadcast environments(sy...Mumbai Academisc
This document discusses a novel approach for reducing latency in answering location-based spatial queries (LBSQs) in wireless broadcast environments. The approach uses peer-to-peer sharing to process queries using results cached in neighboring mobile peers, without requiring delay to communicate with a server. It maintains high scalability and accuracy while decreasing latency. The feasibility of the approach is demonstrated through probabilistic analysis and simulation results showing decreased latency as the number of clients increases.
Comparison between handwritten word and speech record in real-time using CNN ...IJECEIAES
This paper presents the development of a system of comparison between words spoken and written by means of deep learning techniques. There are used 10 words acquired by means of an audio function and, these same words, are written by hand and acquired by a webcam, in such a way as to verify if the two data match and show whether or not it is the required word. For this, 2 different CNN architectures were used for each function, where for voice recognition, a suitable CNN was used to identify complete words by means of their features obtained with mel frequency cepstral coefficients, while for handwriting, a faster R-CNN was used, so that it both locates and identifies the captured word. To implement the system, an easy-to-use graphical interface was developed, which unites the two neural networks for its operation. With this, tests were performed in real-time, obtaining a general accuracy of 95.24%, allowing showing the good performance of the implemented system, adding the response speed factor, being less than 200 ms in making the comparison.
The document presents a framework for localizing one or multiple jammers in a wireless sensor network with high accuracy. It uses a direct measurement technique of measuring the strength of jamming signals (JSS) at boundary nodes. An evaluation metric is defined to quantify the estimation errors between estimated and true jammer locations. The jammer localization problem is formulated as a non-linear optimization problem to minimize this evaluation metric and find positions closest to the true jammer locations. Simulation results show the error-minimizing framework achieves better performance than existing indirect localization schemes.
A location and diversity-aware news feed system for mobile usersLeMeniz Infotech
A location and diversity-aware news feed system for mobile users
Do Your Projects With Technology Experts
To Get this projects Call : 9566355386 / 99625 88976
Web : http://www.lemenizinfotech.com
Web : http://www.ieeemaster.com
Mail : projects@lemenizinfotech.com
Blog : http://ieeeprojectspondicherry.weebly.com
Blog : http://www.ieeeprojectsinpondicherry.blogspot.in/
Youtube:https://www.youtube.com/watch?v=eesBNUnKvws
This paper describes the development of an efficient speech recognition system using different techniques such as Mel Frequency Cepstrum Coefficients (MFCC), Vector Quantization (VQ) and Hidden Markov Model (HMM).
This paper explains how speaker recognition followed by speech recognition is used to recognize the speech faster, efficiently and accurately. MFCC is used to extract the characteristics from the input speech signal with respect to a particular word uttered by a particular speaker. Then HMM is used on Quantized feature vectors to identify the word by evaluating the maximum log likelihood values
for the spoken word.
A location and diversity-aware news feed system for mobileNinad Samel
The document describes MobiFeed, a location-aware news feed system for mobile users. MobiFeed consists of three key functions: 1) a location prediction function that predicts a user's future locations, 2) a relevance measure function that calculates relevance scores between messages and users, and 3) a news feed scheduler that generates optimized news feeds for a user's current and predicted locations based on relevance scores. The goal of MobiFeed is to efficiently schedule the most relevant messages for mobile users who are constantly on the move.
Location estimation in zig bee network based on fingerprintingHanumesh Palla
This document presents a location estimation system in ZigBee networks based on fingerprinting. The system uses signal strength measurements from several base stations to determine the location of a mobile station, rather than time or angle measurements. It models the probabilistic distribution of signal strengths in different geographical areas, called fingerprinting. The mobile station's location is estimated by combining measured signal strengths with the fingerprinting database. Experiments demonstrated the validity of location estimation in ZigBee networks using this fingerprinting approach.
This document summarizes an research paper that proposes a new approach called Selfish Neighbor Selection (SNS) for optimizing overlay networks. SNS limits the number of neighbors for each peer to reduce overhead. It also considers both cooperative and selfish behavior among peers. The paper describes EGOIST, a prototype overlay routing system implemented based on SNS that expresses each node's "best response" wiring strategy as a k-median problem. EGOIST evaluations on PlanetLab show it performs better than heuristic overlays on metrics like delay, bandwidth, and node utilization. The paper also proposes using an Optimized Spanning Tree Protocol to allow traffic on the full-mesh portion to take shortest paths, and describes how EGOIST
Zhao huang deep sim deep learning code functional similarityitrejos
Measuring code similarity is fundamental for many software engineering
tasks, e.g., code search, refactoring and reuse. However,
most existing techniques focus on code syntactical similarity only,
while measuring code functional similarity remains a challenging
problem. In this paper, we propose a novel approach that encodes
code control flow and data flow into a semantic matrix in which
each element is a high dimensional sparse binary feature vector,
and we design a new deep learning model that measures code functional
similarity based on this representation. By concatenating
hidden representations learned from a code pair, this new model
transforms the problem of detecting functionally similar code to
binary classification, which can effectively learn patterns between
functionally similar code with very different syntactics.
This document discusses two approaches to peer-to-peer data mining: local algorithms and the Newscast model of computation. Local algorithms perform computations using only local communications between neighbors. The majority voting problem is presented as an example of an exact local algorithm. An approximate local algorithm for K-means clustering over a P2P network is also described. The Newscast model is then introduced as an alternative approach based on a gossip protocol that continuously rewires network connections, allowing data mining primitives to be computed in a decentralized manner even as the network dynamically changes.
SOFIA - A Smart-M3 lab course: approach and design style to support student p...Sofia Eu
This document describes a lab course on smart spaces and ambient intelligence that was included in a postgraduate degree program. The course asked student groups to propose, develop, and demonstrate simple smart environment applications using Smart-M3, an open source interoperability platform. The course design was developed around the preliminary results of the European Project SOFIA. Students were introduced to key concepts and tools like semantic data representation using RDF and OWL ontologies. They then developed projects using a provided design style and application development process.
The document describes a set of pilots called the SOFIA pilots that integrate and demonstrate project results across four countries in Europe: Spain, Finland, Italy, and the Netherlands. These pilots showcase SOFIA solutions for smart environment applications and services in the contexts of smart cities, smart indoor spaces, and personal spaces. A total of seven large-scale pilots took place at various locations within the four countries between August and October 2011.
SOFIA - M3 Smart Space Infrastructure. VTT/NOKIASofia Eu
The document describes the M3 smart space infrastructure, which aims to fuse the physical and information worlds by making information from physical objects easily available to devices and novel applications. It discusses distributing the responsibility of the user experience to objects in the environment. The vision is to link information from the physical world to services and solutions on the Internet. The mission is to open embedded data from various devices to applications to create local services, and monetize this by using web tools and business models.
Key management in information centric networkingIJCNCJournal
Information centric networking (ICN) has been in the spotlight of recent research. It is an emerging
communication paradigm that relays on the concept of publish and subscribe. It aims to revise the current
Internet with a new clean slate architecture where the design is completely different from today’s location
based model. To secure the forwarding plan in this network, it is vital to have a time based transient
forwarding identifiers by periodically changing the network link identifiers. This assumes shared keys to be
distributed prior the communications between an entity termed topology manager (TM) and each forwarder
in the network. Exchanging and sharing a secret key between two parties is one of most critical functions in
cryptography that needs to be more concerned when integrating cryptographic functions into the system. As
ICN is brand new Internet architecture, many existing cryptography protocols may need to be redesigned
to fit this new architecture. Therefore, this paper focuses on the security aspect of ICN and proposes an
initial design to deploy the integrated Diffie-Hellman-DSA key exchange protocol as a key distributions
mechanism.
LocX is a system that provides improved location privacy for users of geo-social applications. It decouples a user's real-world location from the location data shared with servers through the use of coordinate transformations and encryption. Users generate mappings between transformed locations and encrypted indexes (L2I) that are stored on an index server via proxies, as well as mappings between indexes and encrypted location data (I2D) stored directly on a data server. This allows users to query for friends' location data based on transformed coordinates while preserving the privacy of their real locations.
To Get any Project for CSE, IT ECE, EEE Contact Me @ 09849539085, 09966235788 or mail us - ieeefinalsemprojects@gmail.co¬m-Visit Our Website: www.finalyearprojects.org
Secure Multi-Party Negotiation: An Analysis for Electronic Payments in Mobile...IDES Editor
This document summarizes and analyzes secure multi-party negotiation protocols for electronic payments in mobile computing. It presents a framework for secure multi-party decision protocols using lightweight implementations. The main focus is on synchronizing security features to avoid agreement manipulation and reduce user traffic. The paper describes negotiation between an auctioneer and bidders, showing multiparty security is better than existing systems. It analyzes the performance of encryption algorithms like ECC, XTR, and RSA for use in the multiparty negotiation protocols.
An Enhanced Inter-Domain Communication among MANETs through selected Gatewaysidescitation
In Mobile Ad-hoc Networks(MANETs), enabling
communication among different domains is becoming one of
the areas of research topics as Border Gateway Protocol (BGP)
is not adequate to support MANETs (Mobile Ad-hoc Networks).
BGP does not scale to mobile and topological environment
[14]. So there is a need to develop an efficient inter-domain
routing protocol for heterogeneous MANETs. This is to
improve the connectivity of the nodes present in different
domains. Gateways as special nodes must be used for Inter-
Domain communication which acts as bridge between domains
and they play a major role in route updation, protocol
translation and policy enforcement. Due to mobility of nodes,
gateway functionality must be assigned dynamically for nodes
as static assignment will not be effective. In this paper an
attempt has been made to select minimum number of
gateways. Nodes in different domains can communicate
through the selected gateways. Data transmission occurs
through minimum hops (minimum geographical distance) and
least load path.
Selfish Node Isolation & Incentivation using Progressive ThresholdsIDES Editor
The problems associated with selfish nodes in
MANET are addressed by a collaborative watchdog approach
which reduces the detection time for selfish nodes thereby
improves the performance and accuracy of watchdogs[1]. In
the related works they make use of credit based systems, reputation
based mechanisms, pathrater and watchdog mechanism
to detect such selfish nodes. In this paper we follow an approach
of collaborative watchdog which reduces the detection
time for selfish nodes and also involves the removal of such
selfish nodes based on some progressively assessed thresholds.
The threshold gives the nodes a chance to stop misbehaving
before it is permanently deleted from the network.
The node passes through several isolation processes before it
is permanently removed. Another version of AODV protocol
is used here which allows the simulation of selfish nodes in
NS2 by adding or modifying log files in the protocol.
Location based spatial query processing in wireless broadcast environments(sy...Mumbai Academisc
This document discusses a novel approach for reducing latency in answering location-based spatial queries (LBSQs) in wireless broadcast environments. The approach uses peer-to-peer sharing to process queries using results cached in neighboring mobile peers, without requiring delay to communicate with a server. It maintains high scalability and accuracy while decreasing latency. The feasibility of the approach is demonstrated through probabilistic analysis and simulation results showing decreased latency as the number of clients increases.
Comparison between handwritten word and speech record in real-time using CNN ...IJECEIAES
This paper presents the development of a system of comparison between words spoken and written by means of deep learning techniques. There are used 10 words acquired by means of an audio function and, these same words, are written by hand and acquired by a webcam, in such a way as to verify if the two data match and show whether or not it is the required word. For this, 2 different CNN architectures were used for each function, where for voice recognition, a suitable CNN was used to identify complete words by means of their features obtained with mel frequency cepstral coefficients, while for handwriting, a faster R-CNN was used, so that it both locates and identifies the captured word. To implement the system, an easy-to-use graphical interface was developed, which unites the two neural networks for its operation. With this, tests were performed in real-time, obtaining a general accuracy of 95.24%, allowing showing the good performance of the implemented system, adding the response speed factor, being less than 200 ms in making the comparison.
The document presents a framework for localizing one or multiple jammers in a wireless sensor network with high accuracy. It uses a direct measurement technique of measuring the strength of jamming signals (JSS) at boundary nodes. An evaluation metric is defined to quantify the estimation errors between estimated and true jammer locations. The jammer localization problem is formulated as a non-linear optimization problem to minimize this evaluation metric and find positions closest to the true jammer locations. Simulation results show the error-minimizing framework achieves better performance than existing indirect localization schemes.
A location and diversity-aware news feed system for mobile usersLeMeniz Infotech
A location and diversity-aware news feed system for mobile users
Do Your Projects With Technology Experts
To Get this projects Call : 9566355386 / 99625 88976
Web : http://www.lemenizinfotech.com
Web : http://www.ieeemaster.com
Mail : projects@lemenizinfotech.com
Blog : http://ieeeprojectspondicherry.weebly.com
Blog : http://www.ieeeprojectsinpondicherry.blogspot.in/
Youtube:https://www.youtube.com/watch?v=eesBNUnKvws
This paper describes the development of an efficient speech recognition system using different techniques such as Mel Frequency Cepstrum Coefficients (MFCC), Vector Quantization (VQ) and Hidden Markov Model (HMM).
This paper explains how speaker recognition followed by speech recognition is used to recognize the speech faster, efficiently and accurately. MFCC is used to extract the characteristics from the input speech signal with respect to a particular word uttered by a particular speaker. Then HMM is used on Quantized feature vectors to identify the word by evaluating the maximum log likelihood values
for the spoken word.
A location and diversity-aware news feed system for mobileNinad Samel
The document describes MobiFeed, a location-aware news feed system for mobile users. MobiFeed consists of three key functions: 1) a location prediction function that predicts a user's future locations, 2) a relevance measure function that calculates relevance scores between messages and users, and 3) a news feed scheduler that generates optimized news feeds for a user's current and predicted locations based on relevance scores. The goal of MobiFeed is to efficiently schedule the most relevant messages for mobile users who are constantly on the move.
Location estimation in zig bee network based on fingerprintingHanumesh Palla
This document presents a location estimation system in ZigBee networks based on fingerprinting. The system uses signal strength measurements from several base stations to determine the location of a mobile station, rather than time or angle measurements. It models the probabilistic distribution of signal strengths in different geographical areas, called fingerprinting. The mobile station's location is estimated by combining measured signal strengths with the fingerprinting database. Experiments demonstrated the validity of location estimation in ZigBee networks using this fingerprinting approach.
This document summarizes an research paper that proposes a new approach called Selfish Neighbor Selection (SNS) for optimizing overlay networks. SNS limits the number of neighbors for each peer to reduce overhead. It also considers both cooperative and selfish behavior among peers. The paper describes EGOIST, a prototype overlay routing system implemented based on SNS that expresses each node's "best response" wiring strategy as a k-median problem. EGOIST evaluations on PlanetLab show it performs better than heuristic overlays on metrics like delay, bandwidth, and node utilization. The paper also proposes using an Optimized Spanning Tree Protocol to allow traffic on the full-mesh portion to take shortest paths, and describes how EGOIST
Zhao huang deep sim deep learning code functional similarityitrejos
Measuring code similarity is fundamental for many software engineering
tasks, e.g., code search, refactoring and reuse. However,
most existing techniques focus on code syntactical similarity only,
while measuring code functional similarity remains a challenging
problem. In this paper, we propose a novel approach that encodes
code control flow and data flow into a semantic matrix in which
each element is a high dimensional sparse binary feature vector,
and we design a new deep learning model that measures code functional
similarity based on this representation. By concatenating
hidden representations learned from a code pair, this new model
transforms the problem of detecting functionally similar code to
binary classification, which can effectively learn patterns between
functionally similar code with very different syntactics.
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This document describes experiences from implementing a cross-domain use case that combines a "Music follows user" use case with a "Read aloud message" use case. It does this by combining services operating on a Service Oriented Architecture (SOA) with agents executing on a smart space architecture. Lessons learned suggest defining simple ontological concepts and associated behaviors to implement similar use cases in a scalable, future-proof manner.
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The document summarizes work integrating the answer set programming engine Smodels into the Smart-M3 interoperability platform. This allows users to program and test logical rule reasoning within Smart-M3. Smodels uses stable model semantics for logic programming to guarantee terminating rule evaluation. The integration adds reactive features on top of answer set programming and discusses the implications.
This document proposes a user-centric approach called MobiCrowd to improve location privacy in location-based services. MobiCrowd allows mobile users to collaborate by storing each other's location information and responding to queries, hiding users from the location server unless no collaborative peers have the requested information. An epidemic model is developed to analyze how parameters like query rates and data lifetime affect privacy. Results show MobiCrowd hides a high fraction of queries, significantly enhancing privacy, and implementation shows it is lightweight with negligible collaboration costs.
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The new relatively concept of cloud computing & its associated methodologies has many advantages in the
world of today. Such advantages range between providing solutions for integration of the miscellaneous
systems & presenting as well guarantees for distribution of searching means & integration of software
tools which are used by consumers & different providers. In this paper, we have constructed an ontologybased
cloud framework with a view to identifying its external agent’s interoperability. The proposed
framework has been designed using the blackboard design style. This framework is composed of mainly
two components: controller and cloud ontology blackboard environment. The function of the controller is
to interact with consumers after receipt of the subject request where it spontaneously uses the ontology
base to distribute it & constitute the required related responses whereas the function of the second
framework component is to interact with different cloud providers and systems, using the meta-ontology
framework to restructure data via using AI reasoning tools and map them to its corresponding
redistributed request. Finally, E-tourism case study can be applicable will be explored.
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SECURE CLOUD COMPUTING MECHANISM FOR ENHANCING: MTBACijistjournal
The development of the cloud system,A large number of vendors can visit their users in the same platform directing their focus on the software rather than the underlying framework. This necessary require the distribution, storage analysis of the data on cloud accessing virtualized and scalable web services with broad application of cloud, the data security and access control become a major concern. The access to the cloud requires authorization as well as data accessibility permission. The verification and updation of data accessibility permissions and data must be done with proper knowledge which requires identification of correct updates and block listed users who are intruder to cloud Introducing the false data system. In this paper we approach to builds a mutual trust relationship between users and cloud for accessing control method in cloud computing environment focusing on the system integrity and its security. The proposed approach is executed as a procedure manner and includes many steps to identify the user’s credibility in the cloud network.
Privacy preserving location sharing services for social networks(1)Kamal Spring
A common functionality of many location-based social networking applications is a location sharing service that allows a group of friends to share their locations. With a potentially un-trusted server, such a location sharing service may threaten the privacy of users. Existing solutions for Privacy-Preserving Location Sharing Services (PPLSS) require a trusted third party that has access to the exact location of all users in the system or rely on expensive algorithms or protocols in terms of computational or communication overhead. Other solutions can only provide approximate query answers. To overcome these limitations, we propose a new encryption notion, called Order-Retrievable Encryption (ORE), for PPLSS for social networking applications. The distinguishing characteristics of our PPLSS are that it allows a group of friends to share their exact locations without the need of any third party or leaking any location information to any server or users outside the group, achieves low computational and communication cost by allowing users to receive the exact location of their friends without requiring any direct communication between users or multiple rounds of communication between a user and a server, provides efficient query processing by designing an index structure for our ORE scheme, supports dynamic location updates, and provides personalized privacy protection within a group of friends by specifying a maximum distance where a user is willing to be located by his/her friends. Experimental results show that the computational and communication cost of our PPLSS is much better than the state-of-the-art solution.
there is an obvious trend toward the future Internet
environment, where billions of sensors are connected in a highly
dynamic environment to provide fine-grained information about
the physical world. Applications that utilize such information are
smart and belong to the Internet of Things (IOT) paradigm.
There is a need for IOT systems to have a higher understanding
of the situations in which to provide services or functionalities, to
adapt accordingly. Information context should be collected,
modeled, inferred, and distributed to serve IOT applications with
the required knowledge. Developing context-awareness IOT
applications demands a specialized framework that helps in
applying computations transparently on the cloud and feed the
context-awareness IOT applications with appropriate context
information to prevent the direct access of the context sources.
In this paper, a framework for developing context-aware IOT
applications is proposed. The framework is distributed,
autonomous, and adaptive to fit the IOT applications’
characteristics. The proposed framework utilizes agent’s
technology as well as semantic-based features to provide the basic
functionality required to develop a context-awareness IOT
application. A scenario for elder healthcare is explained to
evaluate this framework.
Implementation of Agent Based Dynamic Distributed ServiceCSCJournals
This document proposes a design for agent migration between distributed systems using ACL (Agent Communication Language) messages. It involves serializing an agent's code and state into an ACL message that is sent from one system to another. The receiving system deserializes the agent to restore its execution. The design includes defining an ontology for migration messages, a migration protocol specifying the message flow, and components for handling class loading, agent migration, and conversation protocols. The performance of this distributed agent migration approach is evaluated by applying it to a distributed prime number calculation application.
A Survey of Privacy-Preserving Algorithms for Finding meeting point in Mobile...IJERA Editor
Location privacy in Location Based Services (LBS) is the capability to protect the connection between user’s identity, uncertainty sources, servers and database, thereby restraining an impending attacker from conveniently linking users of LBS to convinced locations. Smart Phones have become most important gadget for maintaining the daily activities, highly interconnected urban population is also increasingly dependent on these gadgets to regulate and schedule their daily lives. These applications often depend on current location of user or a class of user. Use of Smart Mapping technology is also increasing in large area; this system provides an easy attainable online platform that can be used for accessing many services. This survey paper projects the privacy-preserving algorithm to find the most favorable meeting location for a class of users. GSM calculates the location of all users.
Autonomous agents running at each router can determine link utilization and delay. This information is used to reconfigure routing tables to distribute traffic across multiple equivalent disjoint paths, maximizing network throughput. The goal is to balance network traffic load by utilizing minimal equivalent disjoint paths between source and destination pairs. Autonomous agents communicate to monitor network conditions and trigger routing table updates when utilization thresholds are passed.
A New Approach to Volunteer Cloud ComputingIOSR Journals
This document proposes an XMPP-based messaging middleware architecture to enable interoperability between volunteer clouds and commercial clouds. Volunteer cloud computing harnesses idle resources to provide cloud services at low cost. However, one-directional communication, latency, availability, and compatibility issues pose challenges for interoperability. The proposed architecture uses XMPP, an open XML-based protocol, to provide two-way communication, improve availability through presence information, and security. XMPP addresses limitations of protocols like HTTP and enables real-time interaction between cloud resources to build an enhanced interoperable environment.
This document provides definitions and descriptions of various agent architectures. It begins by defining agent architectures and describing common types such as pipe-and-filter and layered architectures. The document then outlines major architecture types including reactive, deliberative, blackboard, BDI, hybrid, and mobile architectures. For each type, it provides 1-2 sentence descriptions of example architectures that fall under that category such as the subsumption architecture for reactive and ATLANTIS for deliberative.
The Geoquorum approach for implementing atomic read/write shaved memory in mobile ad hoc networks. This
problem in distributed computing is revisited in the new setting provided by the emerging mobile computing technology. A
simple solution tailored for use in ad hoc networks is employed as a vehicle for demonstrating the applicability of formal
requirements and design strategies to the new field of mobile computing. The approach of this paper is based on well
understood techniques in specification refinement, but the methodology is tailored to mobile applications and help designers
address novel concerns such as logical mobility, the invocations, specific conditions constructs
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...ijcsit
The Geoquorum approach for implementing atomic read/write shaved memory in mobile ad hoc networks. This
problem in distributed computing is revisited in the new setting provided by the emerging mobile computing technology. A
simple solution tailored for use in ad hoc networks is employed as a vehicle for demonstrating the applicability of formal
requirements and design strategies to the new field of mobile computing. The approach of this paper is based on well
understood techniques in specification refinement, but the methodology is tailored to mobile applications and help designers
address novel concerns such as logical mobility, the invocations, specific conditions constructs. The proof logic and
programming notation of mobile UNITY provide the intellectual tools required to carryout this task. Also, the quorum
systems are investigated in highly mobile networks in order to reduce the communication cost associated with each distributed
operation.
LPM: A DISTRIBUTED ARCHITECTURE AND ALGORITHMS FOR LOCATION PRIVACY IN LBSIJNSA Journal
Recent advances in mobile communication and development of sophisticated equipments lead to the wide spread use of Location Based Services (LBS). A major concern for large-scale deployment of LBSs is the potential abuse of their client location data, which may imply sensitive personal information. Protecting location information of the mobile user is challenging because a location itself may reveal user identity. Several schemes have been proposed for location cloaking. In our paper, we propose a generic Enhanced Location Privacy Model (LPM), which describes the concept, the architecture, algorithms and the functionalities for location privacy in LBS. As per the architecture, the system ensures location privacy, without trusting anybody including the peers or LBS servers. The system is fully distributed and evaluation shows its efficiency and high level of privacy with QoS
An Enhanced Framework for Improving Spatio-Temporal Queries for Global Positi...IJORCS
This document proposes a framework to improve the processing of spatio-temporal queries for global positioning systems. The framework employs a new indexing algorithm built on SQL Server 2008 that avoids the overhead of R-Tree indexing. It utilizes dynamic materialized views and an adaptive safe region to reduce communication costs and update loads. Caching is used to enhance performance. The notification engine processes concurrent queries using publish/subscribe to group similar queries. Experiments showed the framework outperformed R-Tree indexing.
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The document describes an offline indoor localization system that uses human perception of textual signs. It leverages the large number of textual signs inside buildings to guide visitors. The system stores signs and their corresponding coordinates in a database. When a user identifies the nearest sign, the sign is queried in the database to determine the user's location. The system was implemented as an Android application that allows users to select signs from a list, without requiring any infrastructure support. It was tested inside a university building and correctly identified locations near signs with 100% accuracy. The system provides an alternative for indoor localization without needing dedicated hardware.
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SOFIA - Cross domain interoperability Case Study
1. Cross-Domain Interoperability: a Case Study
Jukka Honkola, Hannu Laine, Ronald Brown, and Ian Oliver
Nokia Research Center
P.O. Box 407
FI-00045 NOKIA GROUP
jukka.honkola@nokia.com, hannu.e.laine@nokia.com
ronald.brown@nokia.com, ian.oliver@nokia.com
Abstract. We describe a case study of the behaviour of four agents using a space
based communication architecture. We demonstrate that interoperability may be
achieved by the agents merely describing information about themselves using an
agreed upon common ontology. The case study consists of an exercise logger,
a game, a mood rendered attached to audio player and phone status observing
agents. The desired scenario emerges from the independent actions of the agents
1 Introduction
Interoperability between devices and the software and applications that run on those
devices is probably the major goal for many developers of such systems. This can be
achieved in a number of ways: particularly through open, agreed standards or often
through monopoly. Whichever particular ‘interoperability’ route is taken there will al-
ways be a plurality of standards relating to how such systems communicate [6][1].
For example, the Universal Plug and Play interoperability standard is plagued with
manufacturer and device specific variations which complicate and nullify to some extent
the long and complex standardization process employed to avoid this.
Technologies such as the Semantic Web [2] provide enablers for solutions to these
problems. Within the Semantic Web exist information representation formats such as
the Resource Description Framework (RDF) [10] and the web ontology language OWL [9]
which themselves build upon enablers such as XML. Using these technologies we can
address and provide solutions1 to the interoperability problem.
At one level there are existing solutions such as Web Services (SOAP, WSDL,
UDDI etc) and various stacks of middleware for processing representation formats and
preservation and reasoning about the semantics of messages. At the other, there are
solutions based around more declarative mechanisms such as TripCom [11] and the
space-based solutions, for example Java Spaces [4] for the transport and processing of
messages and information to assist in interoperability.
We do not believe that interoperability will be achieved through standardization
committees, nor through standard, globally accepted semantics and ontologies but rather
by the unification of semantics in a localized manner, as described in previous work [8].
1
plural, never singular!
2. In this paper we describe an approach to solving the interoperability problem through
a combination of context gathering, reasoning and agents within a space-based infras-
tructure taking advantage of technologies such as RDF. We demonstrate this through
the ad hoc integration or mash-up of a number of distinct applications to demonstrate
the principles of this approach.
2 The M3 Concept
The M3 system consists of a space based communication mechanism for independent
agents. The agents communicate implicitly by inserting information to the space and
querying the information in the space. The space is represented by one or more se-
mantic information brokers (SIBs), which store the information as an RDF graph. The
agents can access the space by connecting to any of the SIBs making up the space by
whatever connectivity mechanims the SIBs offer. Usually, the connection will be over
some network, and the agents will be running on various devices. The information in
the space is the union of the information contained in the participating SIBs. Thus, the
agent sees the same information content regardless of the SIB to which it is connected.
The high-level system architecture is shown in Figure 1.
Agent
Agent Agent
Agent
M3 Space
SIB
SIB
SIB
Fig. 1. A diagram of the general system architecture: Agents, M3 spaces and SIBs.
The agents may use five different operations to access the information stored in the
space:
Insert : Insert information in the space
Remove : Remove information from the space
Update : Atomically update the information, i.e. a
combination of insert and remove executed
atomically
Query : Query for information in the space
Subscribe : Set up a persistent query in the space;
changes to the query results are reported to
the subscriber
3. In addition to the four access operations there are Join and Leave operations. An
agent must have joined the space in order to access the information in the space. The
join and leave operations can thus be used to provide access control and encrypted
sessions, though the exact mechanisms for these are still undefined.
In its basic form the M3 space does not restrict the structure or semantics of the
information in any way. Thus, we do not enforce nor guarantee adherence to any specific
ontologies, neither do we provide any complex reasoning2 . Furthermore, information
consistency is not guaranteed. The agents accessing the space are free to interpret the
information in whatever way they want.
We are planning to provide, though, a mechanism to attach agents directly to the
SIBs. These agents have a more powerful interface to access the information and can
be e.g. guaranteed exclusive access to the information for series of operations. Such
agents may perform more complex reasoning, for example ontology repair or translation
between different ontologies. However, they may not join any other spaces but are fixed
to a single SIB and thus a single space.
The M3 spaces are of local and dynamic nature, in contrast to semantic web which
embodies Tim Berners-Lee’s idea of semantic web [2] as a “giant global graph”. The
locality and dynamicity—we envision that the spaces will store very dynamic context
information, for example—poses different challenges than the internet-wide semantic
web. For example, in order to provide a true interoperability for local ubiquitous agents,
the space (i.e. SIBs) will have to provide a multitude of connectivity options in addition
to http: plain TCP/IP, NoTA [7], Bluetooth,. . . Furthermore, the space should be fairly
responsive. While we do not aim for real-time or near real-time system, even half minute
long response times for operations are unacceptable.
The responsiveness is one of the factors behind the fundamental decision to not en-
force any specific ontologies and allowing the agents to interpret the information freely,
as it lessens the computational burden of the infrastructure. Another, and more impor-
tant reason is that we explicitly want to allow mashing up information from different
domains in whatever way the agents see best. Strict ontology enforcement would make
this kind of activity extremely difficult as all new ways of mashing up the information
would require approval from some ontology governance committee. However, as men-
tioned above, we still plan to provide means for ontology enforcement for cases where
the space provider explicitly wishes to restrict the ways the information is used as there
are bound to be also situations where this is the best approach.
The information content in a M3 space may be distributed over several SIBs. The
distribution mechanism assumes that the set of SIBs forming a M3 space are totally
routable but not necessarily totally connected. The information content that the agents
see is the same regardless the SIB where they are connected.
2.1 Applications in M3 Spaces
The notion of application in M3 space is differs radically from the traditional notion
of a monolithic application. Rather, as a long term vision, we see the applications as
possible scenarios which are enabled by certain sets of agents. Thus, we do not see an
2
The current implementation of the concept understands the owl:sameAs concept
4. email application running in M3 space, but we could have a collection of agents present
which allow for sending, receiving, composing and reading email.
For this kind of scenario based notion of application, we also would like to know
whether the available agents can succesfully execute the scenario. The envisioned model
of using this system is that the user has a set of agents which are capable of executing
certain scenarios. If a user needs to perform a new scenario that the current set of agents
are not capable of executing, she could go and find a suitable agent from some directory
by describing the desired scenario and the agents she already has.
Thus, we need some formal or semi-formal way of describing agent behavior both
with respect to the M3 space and to the environment. While there exists research ad-
dressing behavior in multi-agent systems, for example by Herlea, Jonker, Treur and
Wijngaards [5], this kind of ad-hoc assembly of agents in order to execute a certain
scenario seems to be quite unaddressed in current research. However, slightly similar
problems have been addressed in e.g. web service orchestration research [3], but these
still seem to concentrate on design-time analysis rather than run-time analysis.
As for shorter term, our vision is that sets of existing applications would be en-
hanced by being able to interoperate and thus allow execution of (automatic) scenarios
that would have been impossible or required extensive work to implement without the
M3 approach.
3 The Case Study
The case study consists of four agents, Exercise logger, SuperTux game, Phone line
observer, and Mood renderer, running on several devices. The exercise logger and phone
line observer run on Nokia S60 platform phones, and the SuperTux and mood renderer
run on Nokia N800 internet tablets. The M3 space infrastructure runs on a Linux laptop.
3.1 Application Development Vision
The case study setup illustrates a “legacy enhancement” approach to application devel-
opment in M3 spaces. Conceptually, we added M3 space capability to existing applica-
tions (SuperTux, Mood renderer, SportsTracker, Telephony) even if the SportsTracker
and Telephony were implemented as standalone simple applications for practical rea-
sons.
The starting point for the case study was a single person (as defined in Person ontol-
ogy, section 3.2) who would be exercising and tracking the workouts with an exercise
logger, playing computer games and listening to music. The goal was to demonstrate the
benefits of interoperability between existing application, that is, to be able to execute
a scenario where the SuperTux game would award extra lives for exercising, a mood
renderer embedded in a media player would play suitable music depending on a game
state, and the game and media player would react accordingly if the person receives a
call.
5. 3.2 Ontologies
The ontologies used in this case study have been defined informally, and are not en-
forced in any way. The different components of the case study assume that they are
used correctly. A pseudo-UML diagram of the complete ontology is shown in Figure 2,
and an example instantiation of the ontology when a game is being played and the
phoneline is idle is shown in Figure 3.
As a general note, the needs of the scenario studied drove the modeling of the on-
tologies. Most of the choices of what to include and what to exclude were based on the
need of the information in executing the chosen scenario. A broader study might need
to revisit the ontologies and generalize end expand them.
The agents use different parts of the combined3 case study ontology. The Workout
Monitor agent understands Workout and Person ontologies, the SuperTux agent under-
stands all ontologies, the Telephony Observer agent understands OperatorAccount and
Person ontologies, and the Mood Renderer understands Game and OperatorAccount
ontologies.
SuperTux, Mood renderer, SuperTux,
Telephony status observer Mood renderer
OperatorAccount Game
m3:phonelinestatus m3:sessionstart
m3:sessionend
m3:lives
m3:mobileaccount m3:player
SuperTux, Workout
All monitor
m3:user
Workout
Person
m3:totaldistance
m3:username m3:totaltime
m3:stoptime
m3:username
m3:starttime
Fig. 2. An informal description of used ontologies. The using agents are named on top of the
“class” box
Person The person ontology describes the information about a person necessary for
this case study. A person can have a name (m3:username) and an operator account
(m3:mobileaccount).
3
A combination of Person, OperatorAccount, Game, and Workout ontologies
6. m3:person
m3:workout
m3:supertux rdf:type
rdf:type "2008−10−29T07:02:30"
?1 m3:user
rdf:type m3:player m3:starttime
m3:username ?3 m3:stoptime
?2 "2008−10−29T08:05:12"
"SportsTrackerUser"
m3:sessionstart m3:lives m3:totaldistance
m3:totaltime
m3:mobileaccount "2053132"
"4" "3738786"
"2008−10−30T11:30:02"
?4
rdf:type
m3:phonelinestatus
"idle" m3:operatoraccount
Fig. 3. An example RDF graph during the execution of scenario
Operator Account The operator account ontology contains information about the
phoneline status of the account. In a more realistic case, there could also be information
about the phone number, used talking time, amount of data transferred etc.
Workout The workout ontology describes a generic distance-oriented workout. Thus,
we include information about the length of the workout, distance traveled, person who
has done the workout etc. but no information related to, for example, weightlifting
where we probably would like to know the number of repeats and weights instead of
time used and distance. The choice of what to include in the ontology was influenced
by the information available in the SportsTracker application.
Game The Supertux game ontology includes information about the gaming session
start time, stop time, lives left and player. The session start is defined to be the time
when the game executable was started, showing a welcome screen. The lives value is
inserted when a player starts a game, new or saved, from the welcome screen. When
the player quits the game completely, that is, exits the welcome screen, the session stop
time is inserted.
The ontology could include also information about current score, amount of coins,
field being played etc. which the mood renderer could use.
3.3 Agents
Next we describe the operation of agents making up the case study. It should be noted
that the agents are only communicating implicitly through the M3 space by reading the
information inserted to it by other agents.
Workout Monitor The workout monitor reads SportsTracker workout files and writes
a summary of the workouts to M3 space. We currently read the information related to
7. general description of the workout and insert that in the M3 space. Any path information
is ignored as we have no use for it in the current scenarios.
The workout information is related to the person doing the workouts. If a person
with same name as the SportsTracker username is found, we attach the workout in
question to that person, otherwise we create a new person.
We use an SportsTracker internal workout identifier to identify workouts so that
we do not insert duplicate workouts if the monitor is run again with same workouts as
before.
Supertux Supertux is a classic jump’n’run sidescroller game which has taken strong
inspiration from the original SuperMario games for Nintendo. Supertux is open source
and available under GPL.
The ontologies related to Supertux game are the Person ontology, the Workout on-
tology and the Supertux ontology. Each Supertux game is assigned with player infor-
mation. If the person class instance of the player can not be found from the M3 space
the game creates one and inserts player information according to the Person ontology.
The person class instance also binds the player to the workout information inserted to
the M3 space. Prior starting the game supertux queries workout information from the
M3 space. The first query searches for all instances of the Workout class. For each
found workout class instance a new query is performed in order to find out the details
of the workout. If there are long and recent enough workouts performed by the player
the game awards two extra lives to a game level.
The game creates also an instance of itself and inserts information such as refer-
ence to the person class of the player, session start and stop time to the M3 space. In
addition, the game updates how many lives the player has left during playing a game
level. Every time the player looses or gains one life in the game, the game removes old
livesinformation and inserts the new information to the M3 space.
Telephony status observer The telephony voice line status is part of a OperatorAc-
count class. Operator accounts are bound to a person i.e. it is assumed that each account
belongs to a person4 . The voice line status only has two states, namely active and
idle. The phone line status monitor subscribes to voice line status changes provided
by Symbian’s CTelephony API. When the user dials a phone number to establish voice
connection or when there is incoming call to the phone, CTelephony API provides the
current voice line status to the observer application. The observer application transforms
the CTelephony states (e.g. EStatusRinging, EStatusDialling, EStatusIdle, . . . ) to corre-
sponding values defined by the OperatorAccount ontology and updates the information
to the M3 space.
Mood renderer A mood renderer conceptually would have interfaces to sensory, i.e.
mood rendering devices of a smart space invironment in order to cooridinate their con-
trols according to a mood determined by its knowlege processing. The questions would
be many about such knowlege for determing a mood and how to render it for a given
4
or a group of persons—we do not prevent that
8. environment. The mood renderer of the case study is a very simple start on the prob-
lem, which side-steps many issues for practical cases, while showing the essence of
knowlege processing for the given concept.
The mood renderer in this case study is based on music as the only rendering device,
and thus, the simple assumption that music, more precisely some audio track, maps to
a determinable mood, and still further, that the mapping stems solely from the state of
a partical game being played and applies invariently with regard to time. This dodges
questions about personal tastes and more than one person contributing to the smart
space mood.
In choosing a track to play, volume is not controlled, but play, pause and stop are
used where appropriate. Mood rendering is based solely on two sources of information
in the smart space environment. The first is an operating supertux game and the second
is phone status. Note then, that this mood renderer is solely reactive to information
about a dynamic smart space environment to which it belongs—for simplicity, it does
not contribute information even though it clearly impacts it.
Given the simplifications stated, and that the mood renderer understands the ontolo-
gies of the supertux game and telephony status observer. It follows their two indepen-
dent contributions to the smart space environment and combines them to render a mood
appropriate for the state of game play, while maintaining the courtesy of pausing an
audio track, if being played while any phone status of the smart space is active.
The mood renderer is implemented as two persistent queries for smart space infor-
mation. The first is looking for an active game in order to render its mood, and the sec-
ond is looking for any phone with an active status. When an active game is found, a third
persistent query, particular to this game, looks for its level of m3:lives and renders
a mood as CALM, for no lives before the real play starts, and then when m3:lives
exist, either “UP-BEAT” or “DOWN-BEAT” according to a threshold configuration on
the number of lives. When the game ends, audio rendering is stopped.
The mood renderer’s behavior can be described as follows:
– Start with renderer.setTrack (NONE), renderer.setMode (STOP),
and gameSelected=FALSE.
– Subscribe to the call-status attribute for all phone-status-observers. Monitor sub-
scription results, for any attibute value of “active”, if currentMode is PLAY, then
do renderer.setMode (PAUSE); otherwise, if currentMode is PAUSE,
do renderer.setMode (PLAY) i.e. any playing pauses during any phone call,
or resumes when no phone call if paused during a game.
– Subscribe to a supertux game, which has a session-start and no session-end, or
session-start after session-end. Monitor subscription results, and, whenever ful-
filled, first ensure that rendering is stopped and end subscriptions for any earlier
game. Then render music/mood mapping for the selected game using the next sub-
scription.
– Subscribe to session-end and lives attributes of the selected game. When fulfilled,
set renderer.setMood (mood), for mood according to lives as follows:
• no lives: CALM i.e. game started, but not yet played.
• lives above threshold: UP-BEAT
• below threshold: DOWN-BEAT
9. When session-end of game is after session-start, stop rendering and end subscrip-
tions about this game.
4 Conclusions
The idea of agents interoperating by communicating implicitly through M3 spaces
worked well for this case study. We were able to execute the scenario in mind and
add the phone agent to it without modifying the existing ontology. However, this work
was performed inside a single team in a single company. This kind of close cooperation
between people implementing the agents obviously makes things easier.
Most of the work required in integrating the different agents into a coherent sce-
nario was related to the mood renderer observing the state of the SuperTux game. The
ontology did not directly provide information about all the state changes in the game.
For example, when starting to play a level in the game, the mood renderer deduce this
by observing the appearance of the lives attribute in the M3 space. This is however
something that will probably be a very common case as the ontologies can not and
should not try to describe all possible information that some agent may need. It should
suffice that the information is deducible from the explicitly stated information.
Another aspect of local pervasive computing environments that was not really ad-
dressed in this case study was the handling of resources that can only be used by one
agent at a time. In this case the mood renderer represents such resource (audio player),
and implicitly it is usually the game that uses it as the mood renderer deduces the mood
based on the game state alone. When the phone rings, the mood renderer will stop the
music and continue after the call is finished. However, in a more complex case there
needs to be (preferably) clear policy for each resource on who can use it. We currently
think that this can be handled at the ontology level, with suitable coordination structures
and an agent acting as a gatekeeper. In general, this is however a subject for further
study.
The basic principles of agent-dependent interpretation of information and implicit
communication proved useful when the phoneline status information was added to the
case study. When we only describe the information and not the actions to be taken by the
agents, the agent can select suitable course of action based on the detailed knowledge
of the agent in question. In this particular case, the correct course of action for the
SuperTux game is to pause when the phoneline is active but not automatically resume
the game when it goes idle, as the player is not necessarly ready to continue immediately
after ending the call. On the other hand, the mood renderer should continue playing the
music immediately after the distraction (in this case call) has ended.
If we expanded the case study with more persons with each having mobile phones,
the difference with mood renderer and SuperTux regarding the behavior when a call
arrives would be even more. Sensible behavior for mood renderer would be to stop the
music whenever anyone in the same (acoustic) location receives a call, while the game
should only react to calls to the player of the game.
Of course, in some cases it might be desirable to have coordinated response from
a group of agents to certain events. We believe that this is best handled outside the
system, by e.g. requirements in the scenario descriptions or ontology documentation.
10. Anyhow, such coordinated responses would not apply to all agents but rather to only
certain groups of agents involved in executing a given scenario.
An obvious next step related to the interoperability hypothesis is to have external
research partners extend the demo with agents implemented outside Nokia. This would
clarify the required level of ontology and agent behavior description as the communi-
cation would then approximate more the real world case where the agents would be
implemented by multiple vendors.
5 Acknowledgements
The authors would like to thank Vesa Luukkala for helping with ontology modeling,
and Antti Lappetel¨ inen for helpful comments.
a
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