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2019 16th IEEE Annual Consumer Communications & Networking Conference (CCNC)最新文献

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Analysis of a crowd-computing search algorithm in mesh networks 网格网络中一种群体计算搜索算法的分析
Pub Date : 2019-01-01 DOI: 10.1109/CCNC.2019.8651740
P. Dong, Zhizhong Zhang, Jun Yao
This paper presents the principles and performance analysis of a general search algorithm to locate the best matched resources from the candidate nodes in a wireless mesh network. This algorithm uses a cross-layer network protocol and the concept of crowd-computing which lets all the wireless nodes in a mesh network to perform the searching and comparing. It shows much higher efficiency than the conventional methods. Our lab test has validated the algorithm in a small-scale network. Event-based simulation results are given to prove its efficiency and scalability in mesh networks with more than 1000 nodes.
本文提出了一种从无线网状网络候选节点中定位最佳匹配资源的通用搜索算法的原理和性能分析。该算法采用了跨层网络协议和群体计算的概念,使网状网络中的所有无线节点都能进行搜索和比较。与传统方法相比,该方法具有更高的效率。我们的实验室测试已经在一个小规模网络中验证了该算法。基于事件的仿真结果证明了该方法在节点数大于1000的网状网络中的有效性和可扩展性。
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引用次数: 0
Segmentation and Abstraction of an IoT Enabled Distributed Sensor Network 支持物联网的分布式传感器网络的分割和抽象
Pub Date : 2019-01-01 DOI: 10.1109/CCNC.2019.8651869
Yuanhang Shao, Suman Kumar, Takahiro Kawakami
We propose an area segmentation algorithm which is completely distributed, highly responsive, and exhibits a wide range of application scenarios. The proposed algorithm segments the area based on similarity of local sensor data and therefore, it requires a similarity measure parametrized with selected system indicators. In addition, algorithm creates an energy efficient data aggregation tree with a local highest energy node as a root. The resulting segmented sub-areas represents a level of spatial diversity and an abstraction of the sensor field which has a wide range of large scale distributed applications. Through simulation, the application and working of our scheme is demonstrated.
我们提出了一种完全分布式、高响应、应用场景广泛的区域分割算法。该算法基于局部传感器数据的相似度对区域进行分割,因此需要一个与选定的系统指标参数化的相似度度量。此外,算法以局部能量最高的节点为根,创建了一棵节能的数据聚合树。由此产生的分段子区域代表了一定程度的空间多样性和对传感器场的抽象,具有广泛的大规模分布式应用。通过仿真验证了该方案的应用和工作原理。
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引用次数: 0
An Interest Control Method in SVC-based Adaptive Streaming over Named Data Networking 命名数据网络中基于svc的自适应流的兴趣控制方法
Pub Date : 2019-01-01 DOI: 10.1109/CCNC.2019.8651792
Taku Ogasawara, M. Bandai
In adaptive streaming, consumers set video segment quality levels based on the estimated throughput. However, in named data networking (NDN), the consumer ’s throughput estimation is not always accurate due to cache segments. As a result, in situations where bottlenecks exist between the consumer and the router, requested -higher quality segments arrive at the consumer after their designated playback time, which means the downloaded data cannot be used for playback. In this paper, we propose an interest packet control method to reduce unused data packets in scalable video coding (SVC)-based adaptive streaming in NDN. In our proposed method, when receiving an interest packet, the router determines if the requested data packet can be expected to arrive at the consumer in time for playback. If the router determines that the data requested will not arrive in time, it discards the interest packet. Through computer simulation-based performance evaluations, we show that our proposed method reduces the transmission of unused data packets.
在自适应流媒体中,消费者根据估计的吞吐量设置视频片段质量水平。然而,在命名数据网络(NDN)中,由于缓存段的原因,用户的吞吐量估计并不总是准确的。因此,在消费者和路由器之间存在瓶颈的情况下,请求的更高质量的段在指定的播放时间之后到达消费者,这意味着下载的数据不能用于播放。在本文中,我们提出了一种兴趣包控制方法来减少NDN中基于可扩展视频编码(SVC)的自适应流中未使用的数据包。在我们提出的方法中,当接收到感兴趣的数据包时,路由器确定所请求的数据包是否可以及时到达消费者以进行播放。如果路由器确定请求的数据不会及时到达,则丢弃该兴趣包。通过基于计算机仿真的性能评估,我们表明我们提出的方法减少了未使用数据包的传输。
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引用次数: 1
Gamification and Accessibility 游戏化和易用性
Pub Date : 2019-01-01 DOI: 10.1109/CCNC.2019.8651750
M. Furini, S. Mirri, M. Montangero
Many different environments are looking at gamification to improve education, business, tourism, smart-cities management, etc. Despite its popularity, and despite the availability of many studies that propose approaches to transform a non-game activity into a game, a gamification strategy guideline is missing. Usually, the proposed methods are too general to be effective (e.g., simple rules, incentive mechanisms such as scores or vague prizes). In a society where algorithms personalize everything, and where people with different impairments (either technological or physical) are present, it is important to also understand peoples preferences in terms of games. In this paper, through a questionnaire filled by 22 people, we show that the game preferences (rules, mechanics, focus, motivations, and gaming environment) are assistive-technology dependent. These preferences can be used to customize the gamification process and therefore the study might be helpful to develop effective gamification strategies.
许多不同的环境都在关注游戏化,以改善教育、商业、旅游、智能城市管理等。尽管游戏化很受欢迎,尽管有许多研究提出了将非游戏活动转变为游戏的方法,但游戏化战略指南却缺失了。通常,提议的方法过于笼统而无效(例如,简单的规则,奖励机制,如分数或模糊的奖励)。在一个算法将一切都个性化的社会中,存在着各种不同障碍的人(不管是技术上的还是身体上的),理解人们对游戏的偏好也很重要。在本文中,通过一份由22人填写的问卷,我们发现游戏偏好(游戏邦注:包括规则、机制、焦点、动机和游戏环境)是依赖于辅助技术的。这些偏好可以用来定制游戏化过程,因此这项研究可能有助于制定有效的游戏化策略。
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引用次数: 0
Assessing the impact of attacks on OPC-UA applications in the Industry 4.0 era 评估工业4.0时代攻击对OPC-UA应用的影响
Pub Date : 2019-01-01 DOI: 10.1109/CCNC.2019.8651671
Julien Polge, J. Robert, Yves Le Traon
The advent of the Internet of Things (IoT) is leading to create “System-of-Systems”, where disparate information systems, sensors, devices, people and software solutions are used altogether. Industrial companies tend to apply the same concept for gaining in productivity. Several consortia, such as the German initiative Industrie 4.0, recommend to use the OPCUA framework to manage interoperability issues. Associate to the convergence of the Operational Technology (OT) and the Information Technology (IT) domains, it may lead to create a new attack surface, that needs to be apprehended. The contribution is therefore to identify, based on the specifications, the threats and countermeasures that may occur/be applied when using OPC-UA in an Industry 4.0 environment and to highlight the impact of the eavesdropping and message flooding attacks on an OPC-UA application implemented on a real testbed.
物联网(IoT)的出现正在导致创建“系统的系统”,在这个系统中,不同的信息系统、传感器、设备、人员和软件解决方案可以一起使用。工业公司倾向于采用同样的概念来提高生产率。一些联盟,如德国的工业4.0倡议,建议使用OPCUA框架来管理互操作性问题。与操作技术(OT)和信息技术(IT)领域的融合相关联,它可能导致创建一个新的攻击面,这需要被理解。因此,贡献是根据规范确定在工业4.0环境中使用OPC-UA时可能发生/应用的威胁和对策,并强调窃听和消息洪水攻击对在真实测试台上实现的OPC-UA应用程序的影响。
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引用次数: 12
Machine Learning with partially labeled Data for Indoor Outdoor Detection 基于部分标记数据的室内外检测机器学习
Pub Date : 2019-01-01 DOI: 10.1109/CCNC.2019.8651736
Illyyne Saffar, Marie-Line Alberi-Morel, K. Singh, C. Viho
This paper demonstrates the feasibility of an hybrid/semi-supervised classification method for detecting the environment of an active mobile phone, based on both labeled and unlabeled cellular radio data. Precisely, we provide answers to the following question: what is the environment of the mobile user when it is/was experiencing a mobile service/application: indoor or outdoor? Implementing this method within the mobile network is interesting for mobile operators since it has low complexity, is less human intrusive (minimal intervention of mobile users) and more accurate. The semi-supervised classification algorithm learns to identify the environment using large and real collected 3GPP signals measurements. As compared to existing work, in addition to existing parameters used for classification, we propose to also use a radio metric called Timing Advance. It is computed within the mobile network. We empirically validate the innovative semi-supervised algorithm using new real-time radio measurements, with partial ground truth information, gathered daily, weekly, monthly, from indoor and outdoor locations and from multiple typical and diversified environments crossed by mobile users. The study confirms the effectiveness of the proposed scheme compared to the existing supervised classification methods including SVM and Deep Learning.
本文展示了一种混合/半监督分类方法的可行性,该方法用于检测有源手机的环境,基于标记和未标记的蜂窝无线电数据。确切地说,我们提供了以下问题的答案:移动用户在体验移动服务/应用程序时的环境是什么:室内还是室外?对于移动运营商来说,在移动网络中实现这种方法很有趣,因为它具有较低的复杂性,较少的人为干扰(移动用户的干预最少)并且更准确。半监督分类算法学习使用大量和真实收集的3GPP信号测量来识别环境。与现有工作相比,除了用于分类的现有参数外,我们还建议使用称为定时提前的无线电度量。它是在移动网络中计算的。我们使用新的实时无线电测量,通过每日、每周、每月从室内和室外位置以及从移动用户穿越的多个典型和多样化环境中收集的部分地面真实信息,对创新的半监督算法进行了实证验证。与现有的支持向量机和深度学习等监督分类方法相比,研究证实了该方案的有效性。
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引用次数: 12
Offloading System Based on Estimated Response Time in Multi-tier Environment 多层环境下基于估计响应时间的卸载系统
Pub Date : 2019-01-01 DOI: 10.1109/CCNC.2019.8651833
Ryotaro Tani, Yuki Kobayashi, H. Shigeno
Mobile devices such as smartphones have various restrictions in terms of resources such as batteries and processors. The load reduction on the mobile devices is possible by offloading, migrating application to the resource-rich environment such as cloud servers. However, further study is required on multi-tier environment which contains multiple resources composed of edge servers and cloud servers. This paper proposes an offloading system based on estimated response time (ERT) in multi-tier environment which contains multiple resources. The proposed offloading system calculates ERT based on the state of network and computation resources of each execution resource. Offloading is executed on execution resources with the minimum ERT. We implemented the prototype of the proposed offloading system and evaluated the performance.
智能手机等移动设备在电池和处理器等资源方面有各种限制。通过卸载,将应用程序迁移到资源丰富的环境(如云服务器),可以减少移动设备上的负载。然而,在包含边缘服务器和云服务器组成的多种资源的多层环境中,需要进一步研究。提出了一种基于估计响应时间(ERT)的多资源多层环境下的卸载系统。该卸载系统根据网络状态和各执行资源的计算资源计算ERT。卸载以最小的ERT在执行资源上执行。我们实现了所提出的卸载系统的原型,并对其性能进行了评估。
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引用次数: 0
Improving Efficiency of Remote Construction by using Adaptive Video Streaming 利用自适应视频流提高远程施工效率
Pub Date : 2019-01-01 DOI: 10.1109/CCNC.2019.8651720
H. Yoshida, Tatsuya Yoshimoto, Takaharu Innami, K. Ohashi, H. Furuya, Naoki Mori
Although areas devastated by natural disasters must be promptly reconstructed, reconstruction works involving construction machinery are dangerous and bring a significant risk of a second disaster. A remote construction system is thus often used, which enables an operator to conduct reconstruction work from a remote and safe place while viewing on-site videos. However, the remote construction has a major problem: it has much lower work efficiency than manned construction because videos are delayed and impaired in a wireless network environment. In this paper, we present a remote construction system using our proposed adaptive video streaming method that dynamically adjusts the video bitrate on the basis of the predicted communication throughput variation. The experiments show that the proposed remote construction system using adaptive video streaming reduces operation time by 25.5%, which corresponds to a 34.3% improvement in work efficiency.
虽然受到自然灾害破坏的地区必须及时进行重建,但涉及建筑机械的重建工作是危险的,并且带来了重大的第二次灾害风险。因此,经常使用远程施工系统,使操作人员能够在远程安全的地方进行重建工作,同时观看现场视频。然而,远程施工存在一个主要问题:由于在无线网络环境下视频延迟和受损,其工作效率远低于有人施工。在本文中,我们提出了一个远程建筑系统,采用我们提出的自适应视频流方法,根据预测的通信吞吐量变化动态调整视频比特率。实验表明,采用自适应视频流的远程施工系统将作业时间缩短了25.5%,工作效率提高了34.3%。
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引用次数: 2
Verification of the Vienna 5G Link and System Level Simulators and Their Interaction 维也纳5G链路和系统级模拟器的验证及其交互
Pub Date : 2019-01-01 DOI: 10.1109/CCNC.2019.8651694
Stefan Pratschner, M. Müller, Fjolla Ademaj, A. Nabavi, Bashar Tahir, Stefan Schwarz, M. Rupp
Numerical simulation of wireless communications systems is an important means within the process of development and evolution of mobile communications specifications. We offer a software suite to the academic society for free under an academic use license that enables the community to perform simulations of relevant scenarios for 5G and beyond in a reproducible manner. To cover a variety of potential scenarios for future mobile communications systems, we offer the Vienna 5G Link Level (LL) Simulator and the Vienna 5G System Level (SL) Simulator. In this contribution, we perform a verification of our LL and SL simulators which allows us to claim simulation results to be valid. As the Vienna 5G SL Simulator relies on link performance simulation results carried out with the Vienna 5G LL Simulator, we further consider their interaction in the context of verification.
无线通信系统的数值模拟是移动通信规范发展演变过程中的重要手段。我们根据学术使用许可向学术协会免费提供软件套件,使社区能够以可复制的方式对5G及更高版本的相关场景进行模拟。为了涵盖未来移动通信系统的各种潜在场景,我们提供维也纳5G链路级别(LL)模拟器和维也纳5G系统级别(SL)模拟器。在本文中,我们对我们的LL和SL模拟器进行了验证,这使我们能够声明模拟结果是有效的。由于维也纳5G SL模拟器依赖于维也纳5G LL模拟器进行的链路性能仿真结果,因此我们在验证的背景下进一步考虑它们的相互作用。
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引用次数: 10
Designing Attacks Against Automotive Control Area Network Bus and Electronic Control Units 针对汽车控制局域网总线和电子控制单元的攻击设计
Pub Date : 2019-01-01 DOI: 10.1109/CCNC.2019.8651708
P. Urien
Security is a critical issue for new car generation targeting intelligent transportation systems (ITS), involving autonomous and connected vehicles. In this work we designed a low cost CAN probe and defined analysis tools in order to build attack scenarios. We reuse some threats identified by a previous work. Future researches will address new security protocols.
安全是针对智能交通系统(ITS)的新一代汽车的关键问题,涉及自动驾驶和联网车辆。在这项工作中,我们设计了一个低成本的CAN探针,并定义了分析工具,以构建攻击场景。我们重用以前工作中确定的一些威胁。未来的研究将涉及新的安全协议。
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引用次数: 2
期刊
2019 16th IEEE Annual Consumer Communications & Networking Conference (CCNC)
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