{"title":"The OCEAN-Model for Location Based Services","authors":"Andreas Mladenow, Niina Maarit Novak, C. Strauss","doi":"10.1145/3151848.3151883","DOIUrl":"https://doi.org/10.1145/3151848.3151883","url":null,"abstract":"This position paper analyzes the customers' willingness to use location based services (LBS) based on the OCEAN model using particular personality traits. Companies must create suitable solutions, because certain personal characteristics may provide better attitudes for the use of LBS whereas other personal characteristics may be less conductive for the use of LBS. Highlighting and systematizing relevant customer profiles provides a basis for the development of efficient strategies to reach and persuade a company's customers.","PeriodicalId":218635,"journal":{"name":"Proceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123846199","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A programming framework for Spatial Crowdsourcing","authors":"A. Fonteles, S. Bouveret, J. Gensel","doi":"10.1145/3151848.3151859","DOIUrl":"https://doi.org/10.1145/3151848.3151859","url":null,"abstract":"Spatial crowdsourcing platforms (SCP) are systems that allow someone to publish spatial tasks in order to find a suitable workforce to achieve it. These tasks require people, often using mobile devices, to be at a given location in order to accomplish them. SCPs have been source of much interest for academy and industry. For this reason, Doan et al. [4] argued in 2011 that the race was now on \"toward building general crowdsourcing platforms that can be used to develop such systems quickly\". Since then, little has been done in this matter. Besides, what has been proposed does not take into account real commercial SCPs and its requirements. We propose GENIUS-C, a framework to support the development of SCPs. It is based on a generic architecture proposed by Fonteles et al. [7] designed to reduce the gap between academy and industry. GENIUS-C is meant to decrease development cost and effort and increase overall quality of SCPs. A case study SCP has been created using GENIUS-C to demonstrate its benefits and how it can be used in the developments of SCPs.","PeriodicalId":218635,"journal":{"name":"Proceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124029987","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Web-Enabled Discovery and Launch","authors":"Michał Deͅbski, Jakub Koperwas","doi":"10.1145/3151848.3151867","DOIUrl":"https://doi.org/10.1145/3151848.3151867","url":null,"abstract":"WebDiAL is a specification which tries to enable web applications to detect browsers within local network area and provide means for launching URLs by the application on the devices. Example applications and implementation, as well as security considerations, are also presented in this paper.","PeriodicalId":218635,"journal":{"name":"Proceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128163855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The design of a Game-theoretic Based Multiple Access scheme for 5G Millimeter Wave Communication Networks","authors":"Maroua Gharam, W. Abdallah, N. Boudriga","doi":"10.1145/3151848.3151861","DOIUrl":"https://doi.org/10.1145/3151848.3151861","url":null,"abstract":"The IEEE 802.15.3c/mmWave WPAN has been recently proposed as one of the most promising technologies that can allow broadband access in future 5G mobile networks. In this standard, the carrier sense multiple access with collision avoidance (CSMA/CA) technique was adopted to allow medium sharing between mobile devices co-located in the same small-cell. The performances of this access technique depend on two main parameters, the carrier sense threshold and the contention window derived from the persistence probability. One of the major limits of this method is that it can lead extensive contention and thus limited throughput. In this paper, we investigate the design of a contention based multiple access control technique for 5G wireless access networks where the carrier sense threshold and the persistence probability are dynamically adjusted according to the observed contention level observed by the device on the network. To this end, we model the multiple access paradigm in 5G networks using a non-cooperative game-theoretic framework, and we show that it admits an equilibrium. In addition, we propose a fully distributed multiple access control CSMA/CA based algorithm where the carrier sense threshold and the persistence probability are intelligently tuned according to the collision level gathered by the device on the shared wireless medium until reaching the equilibrium state. Through the simulations, we demonstrate that the proposed game theoretic based CSMA/CA outperforms the original version of the algorithm in terms of success transmission rate and delay.","PeriodicalId":218635,"journal":{"name":"Proceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia","volume":"364 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124576025","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Game Authentication Based on Behavior Pattern","authors":"Noureldin Ali, Yanyan Yang","doi":"10.1145/3151848.3151878","DOIUrl":"https://doi.org/10.1145/3151848.3151878","url":null,"abstract":"Nowadays smartphones have gained a huge popularity, ranging from using social applications to play video games. Smartphones also became more private than before. Although security mechanisms are provided from different smartphone providers, still smartphones are vulnerable to getting attacks regularly. Therefore, a security mechanism can help in protecting the smartphone from attackers. We propose a security mechanism that can help in protecting smartphone while at the same time enjoy using it such as playing a video game. The authentication system is designed in a way that can read raw data directly from the touch sensor so, it's not bound to be used in a particular application. Our system authenticates the user in the background without interrupting the user interaction with the smartphone. We tested the system in a real environment with two popular games. We managed to get 70% accuracy in one game and 90% in the other game.","PeriodicalId":218635,"journal":{"name":"Proceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122065610","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Thomas Neumayr, Mirjam Augstein, Hans-Christian Jetter
{"title":"Phases and Success Criteria of Collaboration in the Ubiquity Era","authors":"Thomas Neumayr, Mirjam Augstein, Hans-Christian Jetter","doi":"10.1145/3151848.3151874","DOIUrl":"https://doi.org/10.1145/3151848.3151874","url":null,"abstract":"The urge to collaborate is deeply anchored in human nature. This is substantiated by evidence for different forms of group work already performed by early humans (e.g., when defending against threats). Over time, the behavior of working together, the motivation behind and the technological support have changed which also broadened the spectrum of collaborative activities. Especially today, on the brink of the ubiquity era that envisions a person to use thousands of computers everyday, new pre-conditions for co-located and remote, planned and spontaneous collaboration are manifested. Thus, previous models that distinguished between phases of collaboration such as starting, planning, executing and reporting might become less applicable. The relevance of the emergence of collaboration phase, which has been considered only marginally so far, is likely to increase drastically. This position paper discusses considerations on the nature of collaboration throughout the ubiquity era and suggests an accordingly extended phases of collaboration model.","PeriodicalId":218635,"journal":{"name":"Proceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116729691","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ayoub Oukhatar, M. Bakhouya, D. E. Ouadghiri, K. Zine-dine
{"title":"Probabilistic-Based Broadcasting for EM-based Wireless Nanosensor Networks","authors":"Ayoub Oukhatar, M. Bakhouya, D. E. Ouadghiri, K. Zine-dine","doi":"10.1145/3151848.3151872","DOIUrl":"https://doi.org/10.1145/3151848.3151872","url":null,"abstract":"Wireless nano sensors networks (WNSN) have emerged recently to allow nanonodes to communicate to each other using nano-communication mechanisms. Nanodevices are characterized by limited resources, and new communication protocols are, therefore, required. For instance, the flooding mechanism has been proposed for broadcasting in electromagnetic-based WNSNs. While the flooding scheme is very simple, the excessive number of rebroadcasts increases the utilization of the resources that affects the performance and increases the energy consumption. In this paper, we adopt the probabilistic-based broadcasting mechanism in the context of WNSNs. Simulations have been conducted using Nanosim and results show that probabilistic-based flooding mechanism reduces redundant retransmissions while maintaining good performance.","PeriodicalId":218635,"journal":{"name":"Proceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130085536","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Integrating Mobile and Sensory Technologies in Mathematics Education","authors":"Melanie Tomaschko, Markus Hohenwarter","doi":"10.1145/3151848.3151866","DOIUrl":"https://doi.org/10.1145/3151848.3151866","url":null,"abstract":"Mobile devices are becoming increasingly important in education both at home and in schools to complement traditional education with new technologies. It is now well established, that the integration of mobile devices in learning environments can enrich students' learning in various ways. However, little attention has been paid to the possibilities of the unique features of mobile devices for context-aware learning in mathematics education. This paper presents the implementation of a system that allows the use of mobile devices' sensors to collect real life data which is connected to the mathematics software tool GeoGebra for visualization and further calculations. Students only need a mobile device where they can experience context-aware mathematics and science learning by interacting with sensory data in different ways.","PeriodicalId":218635,"journal":{"name":"Proceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131479042","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yuta Kusamura, T. Amagasa, H. Kitagawa, Yusuke Kozawa
{"title":"Efficient Content-based Image Retrieval for Position Estimation on GPU","authors":"Yuta Kusamura, T. Amagasa, H. Kitagawa, Yusuke Kozawa","doi":"10.1145/3151848.3151860","DOIUrl":"https://doi.org/10.1145/3151848.3151860","url":null,"abstract":"We propose an efficient content-based image retrieval (CBIR) method for position estimation of mobile devices. The idea is to use videos of first-person vision associated with geographical position information as the database. When a user sends a current subjective image, the system estimates the position using CBIR. Since features extracted from images are in general high-dimensional vectors, thousands of vectors are extracted even from a single image, resulting in high processing cost. To tackle this problem, we have proposed a method in which features are compressed using LSH, and GPU is used for accelerating CBIR. Nevertheless, it suffered from performance degradation due to write conflicts among different threads. This paper presents an improved method which avoids write conflicts and modifies LSH algorithm to improve accuracy. Also, we demonstrate the efficiency and accuracy of the proposed scheme through experiments using a video dataset.","PeriodicalId":218635,"journal":{"name":"Proceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114594936","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Bandwidth and Resource Allocation Optimization Through a Probabilistic Algorithm for Mobile TV","authors":"Samira Sadeghi, I. Mizera","doi":"10.1145/3151848.3151865","DOIUrl":"https://doi.org/10.1145/3151848.3151865","url":null,"abstract":"In this paper we consider the problem of bandwidth and resource allocation optimization for delivering addressable advertising in traditional TV. Transmitting addressable advertising over a mobile TV platform via LTE broadcast with eMBMS, which is capable of efficiently supporting a large number of concurrent users within available network and spectrum constraints, has relevant structural similarities to delivering this advertising over traditional television systems, and so these results from the one area transfer to the other. We introduce a probabilistic algorithm for resource optimization and detail its exact recursive O(n2) (in the number of delivered programming networks) implementation together with a practical approximation. The proposed methods are evaluated on their performance against real historical data on TV programming and viewing, with the new methods showing significant improvement in terms of advertising revenue over methods currently used in the industry.","PeriodicalId":218635,"journal":{"name":"Proceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129386801","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}