scholarly journals QuietPlace: An Ultrasound-Based Proof of Location Protocol with Strong Identities

2020 ◽  
Vol 3 (2) ◽  
pp. 19
Author(s):  
Dimitrios Kounas ◽  
Orfefs Voutyras ◽  
Georgios Palaiokrassas ◽  
Antonios Litke ◽  
Theodora Varvarigou

Location-based services are becoming extremely popular due to the widespread use of smartphones and other mobile and portable devices. These services mainly rely on the sincerity of users, who can spoof the location they report to them. For applications with higher security requirements, the user should be unable to report a location different than the real one. Proof of Location protocols provide a solution to secure localization by validating the device’s location with the help of nearby nodes. We propose QuietPlace, a novel protocol that is based on ultrasound and provides strong identities, proving the location of the owner of a device, without exposing though their identity. QuietPlace provides unforgeable proof that is able to resist to various attacks while respecting the users’ privacy. It can work regardless of certificate authority and location-based service and is able to support trust schemas that evaluate the participants’ behavior. We implement and validate the protocol for Android devices, showing that ultrasound-based profiles offer a better performance in terms of maximum receiving distance than audible profiles, and discuss its strengths and weaknesses, making suggestions about future work.

2012 ◽  
Vol 182-183 ◽  
pp. 854-859 ◽  
Author(s):  
Cheng Ming Huang ◽  
Wen Hung Liao ◽  
Sheng Chih Chen

The functionalities of smart phones have extended from basic voice communication to gaming, multimedia entertainment, information retrieval and location-based services. In this paper, we attempt to design a mobile application to assist visitors to have better understandings of popular tourist destinations and related routing information while on tour. The users can obtain descriptions of a specific attraction by simply taking the picture of a landmark photo often shown in the travel booklet using their mobile devices. This is achieved by matching the landmark picture with an image database containing popular tourist spots to locate the interested destination. The location information is further confirmed using techniques in intelligent character recognition. Upon successful identification of the interested location, tourist information regarding this destination, along with the routing details will be delivered using location-based service. We anticipate the proposed mobile application to effectively assist foreign visitors by bringing comprehensive, up-to-date tourist information and promoting better travel experience.


Author(s):  
Jennifer Richards

The Conclusion looks forward to future cross-disciplinary work on the physical voice. It reflects on why a literary scholar might be interested in the physical voice, recalling that literary texts are full of voices that make reference to the real voice off the page. It also suggests why a Renaissance literary historian might have something distinctive to offer future work on the voice, recalling the inter-relationship in this period between voice and printed books. It recognizes that a new technological revolution is well underway that is changing our relationship with print. It briefly considers how the digital medium uses or ignores voice, and asks whether a new history of oral reading can enable us to imagine different ways of interacting with—and immersing ourselves in—the print/digital books of the future.


2003 ◽  
Vol 12 (4) ◽  
pp. 411-421 ◽  
Author(s):  
Benoit Bideau ◽  
Richard Kulpa ◽  
Stéphane Ménardais ◽  
Laetitia Fradet ◽  
Franck Multon ◽  
...  

Virtual reality offers new tools for human motion understanding. Several applications have been widely used in teleoperation, military training, driving and flying simulators, and so forth. We propose to test if virtual reality is a valid training tool for the game of handball. We focused on the duel between a handball goalkeeper and a thrower. To this end, we defined a pilot experiment divided into two steps: an experiment with real subjects and another one with virtual throwers. The throwers' motions were captured in order to animate their avatar in a reality center. In this paper, we focused on the evaluation of presence when a goalkeeper is confronting these avatars. To this end, we compared the goalkeeper's gestures in the real and in the virtual experiment to determine if virtual reality engendered the same movements for the same throw. Our results show that gestures did not differ between the real and virtual environment. As a consequence, we can say that the virtual environment offered enough realism to initiate natural gestures. Moreover, as in real games, we observed the goalkeeper's anticipation to allow us to use virtual reality in future work as a way to understand the goalkeeper and thrower interactions. The main originality of this work was to measure presence in a sporting application with new evaluation methods based on motion capture.


2015 ◽  
Vol 763 ◽  
pp. 159-163 ◽  
Author(s):  
Nan Ju Kim ◽  
Eui In Choi

One of the most exciting changes in Location-Based Services is the incredible growth of internet, development of wearable devices, and advanced positioning technologies. In addition, the big data from those sources helps performing seamless LBS as a technology. The existing processing methods used to detect the location of a particular tag, or specific device are not enough for complex processing while collecting all of the streaming data at the same time using a variety of wireless communication system [10,11,12,13]. We can use big data processing method for processing all the streaming data in real time. In this paper, we propose a framework for improving performance of Seamless LBS using NoSQL technology.


2020 ◽  
Vol 8 (1) ◽  
pp. 121-126
Author(s):  
Nicola Parkin

This paper turns toward learning design, not as a role, method, skill or even style of thinking, but as something that we are already existentially ‘in’, a lived-and-living part of teaching which is natural and arises from the places of our here-and-now situations. This way of understanding the work of learning design contradicts the prevailing position of learning design as instrumental future-work in which our faces are ever turned towards a time that is always yet-to-come. Our work is not, in the temporal sense, of itself, but always on the way to being something other than itself.  As we strive to transcend our current situation towards a greater measure of fulfilment, we are reaching always away from ourselves. Instead, we might take a stance of ‘slow’: Slow makes a space for us to encounter ourselves in practice and invites us to stay-with rather than race ahead. It begins with the quietly radical act of seeing goodness in slowness, in trusting time. Slow means finding the natural pace of our work, and takes the long-scale view that accepts into itself the many tempos and time scales in the work of learning design – including at times, the need for fast work. This paper invites you to pause and sit, to expand the moment you are already in, and to ponder philosophically, rambling across the page with notions of untangling, opening, loosening, listening, seeing, belonging pondering, sitting with and trusting. Taking time to do so is self-affirming. But perhaps the deepest gift that slow offers is choice: it opens a space for considered thought and action, and calls into question the habits and expectations of speed that we have grown so accustomed to.


Quality security requirements help secure software development to succeed. While considerable research can be discovered in the field of demands elicitation, less attention has been paid to the writing of full security specifications. The demands engineers (REs) are still challenged and tedious in implementing and reporting full safety needs derived from Natural language. This is due to their tendency to misunderstand the real needs and the security terms used by inexperienced REs leading to incomplete security requirements. Motivated from these problems, we have developed a prototype tool, called SecureMEReq to improve the writing of complete security requirements. This tool provides four important key-features, which are (1) extraction of template-based components from client-stakeholders; (2) analysis of template-based density from SRCLib; (3) analysis of requirements syntax density from SecLib; and (4) analysis of completeness prioritization. To do this, we used our pattern libraries: SecLib and SRCLib to support the automation process of elicitation, especially in writing the security requirements. Our evaluation results show that our prototype tool is capable to facilitate the writing of complete security requirements and useful in assisting the REs to elicit the security requirements.


2022 ◽  
Vol 12 (1) ◽  
Author(s):  
Stefano Bennati ◽  
Aleksandra Kovacevic

AbstractMobility patterns of vehicles and people provide powerful data sources for location-based services such as fleet optimization and traffic flow analysis. Location-based service providers must balance the value they extract from trajectory data with protecting the privacy of the individuals behind those trajectories. Reaching this goal requires measuring accurately the values of utility and privacy. Current measurement approaches assume adversaries with perfect knowledge, thus overestimate the privacy risk. To address this issue, we introduce a model of an adversary with imperfect knowledge about the target. The model is based on equivalence areas, spatio-temporal regions with a semantic meaning, e.g. the target’s home, whose size and accuracy determine the skill of the adversary. We then derive the standard privacy metrics of k-anonymity, l-diversity and t-closeness from the definition of equivalence areas. These metrics can be computed on any dataset, irrespective of whether and what kind of anonymization has been applied to it. This work is of high relevance to all service providers acting as processors of trajectory data who want to manage privacy risks and optimize the privacy vs. utility trade-off of their services.


2020 ◽  
pp. 237337992092809
Author(s):  
Olivia S. Anderson ◽  
Ella August

Writing is a key skill for Public Health students, but instructors are not necessarily trained in how to teach writing. The Real-World Writing Project requires students to produce a writing project proposed by a community partner, for example, a report. The project includes multiple assignments that incorporate recommended characteristics for effective assigned writing. This article describes implementation of this project in two Public Health undergraduate courses at a large Midwestern University, including the type of products students produced, the number and type of community partners who participated, and student and community partner evaluations. Anonymous online evaluation surveys were distributed to community partners and students. We received responses from 19 community partners and 53 students. Partners were satisfied with the quality of 94% of the student products and were satisfied with their overall experience with the Real-World Writing Project (mean rating 5.14 on 6-point Likert-type scale, where 6 = extremely satisfied). Partners rated 85% of students as having satisfactory communication with them and were satisfied with the professionalism of 94% of students. Ninety-four percent of students reported being satisfied with the final product they produced and 84% of students indicated that working with their community partner was “very easy.” Students reported that the Real-World Writing Project was beneficial to them versus a more traditional assignment (mean response of 8.0 [ SD 2.3], where 1 represented the least and 10 represented the most satisfaction). Future work will include an evaluation of the project within graduate-level courses.


2018 ◽  
Vol 1 (1) ◽  
pp. 1-12
Author(s):  
Agus Q Munir ◽  
Harum Setyoningsih

 Yogyakarta was one of Indonesian tourist destinations that had potentials from its art and cultural interest. This was indeed supported mode development that was also one of art-cultural forms. Along with the era development, it was established a mode appreciation in Yogyakarta namely a boutique. The intense of boutiques in Yogyakarta had become various modes created so that it sometimes made customers had difficulties to determine which boutique to visit. This kind of condition was not effective towards time, cost and employees. Therefore, it needed a technology that was able to help customers in selecting boutiques. The study was designed and built using the Android mobile operating system is a variant of a mobile operating system developed from the Linux operating system. Android has a location-based service location-based service that is used to display and manipulate maps. Technology location based services using android smartphone media can create applications that are useful in the selection of modes available in every boutique and facilitate the search location by using maps and routes that connect to the google map service. The results of this study are based apps location-based service boutique android for the selection of boutique and can help facilitate in finding boutique location information.


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