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Demo: Real-world Deployment of Seat Occupancy Detectors 演示:实际部署的座位占用探测器
Pub Date : 2016-06-25 DOI: 10.1145/2938559.2938588
N. Huy, Gihan Hettiarachchi, Youngki Lee, R. Balan
Citation NGUYEN, Nguyen Huy Hoang; HETTIARACHCHI, Gihan; LEE, Youngki; and BALAN, Rajesh Krishna. Demo: Real-world deployment of seat occupancy detectors. (2016). MobiSys '16 Companion: Proceedings of the 14th Annual International Conference on Mobile Systems, Applications, and Services Companion, Singapore, June 26-30. 103-103. Research Collection School Of Information Systems. Available at: https://ink.library.smu.edu.sg/sis_research/3279
引用本文NGUYEN, NGUYEN Huy Hoang;吉汉HETTIARACHCHI;李,Youngki;巴兰,拉杰什·奎师那。演示:实际部署的座位占用探测器。(2016)。MobiSys’16 Companion:第14届移动系统、应用和服务国际会议论文集,新加坡,6月26-30日。103 - 103。研究收集信息系统学院。可在:https://ink.library.smu.edu.sg/sis_research/3279
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引用次数: 0
Demo: TA$Ker: Campus-Scale Mobile Crowd-Tasking Platform 演示:TA$Ker:校园级移动众任务处理平台
Pub Date : 2016-06-25 DOI: 10.1145/2938559.2938587
Nikita Jaiman, Thivya Kandappu, Randy Tandriansyah, Archan Misra
We design and develop TA$Ker, a real-world mobile crowd-sourcing platform to empirically study the worker responses to various task recommendation and selection strategies.
我们设计并开发了一个真实世界的移动众包平台TA$Ker,以实证研究工人对各种任务推荐和选择策略的反应。
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引用次数: 0
Demo: API Virtualization for Platform Openness in Android 演示:Android平台开放的API虚拟化
Pub Date : 2016-06-25 DOI: 10.1145/2938559.2948646
Taeyeon Ki, Alexander Simeonov, Karthik Dantu, Steven Y. Ko, Lukasz Ziarek
We propose a novel technique called API virtualization to enable open innovation in Android. API virtualization inserts a shim layer between the Android platform layer and the app layer as shown in Figure 1, which can intercept any and every platform API call made by an app. In addition, API virtualization allows third-party developers to inject custom code, so that they can modify, reimplement, or customize existing Android APIs. This is achieved by (i) injecting a wrapper class for each platform API class that a third-party developer wants to replace, and (ii) rewriting the binary of an app so that the app code uses wrapper classes instead of platform API classes. Our API virtualization is motivated by the lack of openness in mobile systems at the platform level. For example, Android is known to be an open platform since the source code is open; thirdparty developers easily access and modify the source. However, when it comes to deploying their platform-level modifications, there is a stiff barrier. Only Google and other mobile vendors such as Samsung, LG, etc. have the privilege to distribute platform modifications at a large scale. In other words, there are only a select few players who can control the innovation on Android.
我们提出一种称为API虚拟化的新技术,以实现Android的开放式创新。API虚拟化在Android平台层和应用层之间插入了一个shim层,如图1所示,它可以拦截应用程序发出的任何一个平台API调用。此外,API虚拟化允许第三方开发人员注入自定义代码,以便他们可以修改、重新实现或自定义现有的Android API。这可以通过(i)为第三方开发人员想要替换的每个平台API类注入包装器类,以及(ii)重写应用程序的二进制文件,以便应用程序代码使用包装器类而不是平台API类来实现。我们的API虚拟化是由于移动系统在平台层面缺乏开放性而产生的。例如,众所周知,Android是一个开放平台,因为它的源代码是开放的;第三方开发人员可以轻松访问和修改源代码。然而,当涉及到部署他们的平台级修改时,存在一个严重的障碍。只有b谷歌和三星、LG等手机厂商才有资格大规模发行平台修改。换句话说,只有少数玩家能够控制Android上的创新。
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引用次数: 0
Poster: Reconstruction Accuracy of Data Perturbation in Mobile Environmental Sensing 海报:移动环境传感中数据扰动的重建精度
Pub Date : 2016-06-25 DOI: 10.1145/2938559.2948800
Takao Suzuki, Masaki Ito, K. Sezaki
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引用次数: 0
Demo: Multi-device Gestural Interfaces 演示:多设备手势界面
Pub Date : 2016-06-25 DOI: 10.1145/2938559.2938574
Vu H. Tran, Youngki Lee, Archan Misra
Varieties of wearable devices such as smart watches, Virtual/Augmented Reality devices (AR/VR) are much more affordable with interesting capabilities. In our vision, a person may use more than one devices at a time, and they form an eco-system of wearable devices. Therefore, we aim to build a system where an application expands its input and output among different devices, and adapts its input/output stream for different contexts. For example, a user wears a smart watch, a pair of smart glasses, and a smart phone in his pocket. Normally, the application on the mobile phone uses its touch screen as the input/output modality; but if the user put the mobile phone in his pocket, and wear the smart glasses, the application uses the gestures from smart watches as input, and the display of the smart glasses as output. Another advantage of such a multi-device system we want to support is multi-limb gesture. There is quite equal preference between one-handed and two-handed gestures [2]. Especially, two-handed gestures may have a potential use in VR/AR, and they provide a more natural input modality. However, there are three main challenges that need to be solved to achieve our goal. The first challenge is latency. For interactive applications, latency is crucial. For example, in virtual drumming application, what a user hears affect the timing of the next drum-hit. The second challenge is energy. It is well known that energy consumption is the bottle-neck of wearable devices. In an environment of multiple devices, energy consumption has to be optimized for all devices. We believe another challenge for such an multi-device environment is the ability of adaptation. It is even annoying to require the user to configure devices whenever the context changes, so the adaptability will be much more beneficial. For example, when the user start walking and wearing the smart glasses, the system automatically disables gesture control and shows the notification on the glasses. In multi-device system, the architecture is crucial for every device to work efficiently. Combining all data and process them in a central device forces the central device to stay in the system forever. Moreover, transmission of a large amount of data via bluetooth consumes quite much energy [1]. We therefore deploy a lightweight recognizer on each wearable device to recognize primitive gestures. Other devices can acquire these primitive gestures and fuse them into more complex gestures. For example, fusion of motion gestures from two devices, or fusion of motion gestures
各种可穿戴设备,如智能手表、虚拟/增强现实设备(AR/VR)等,价格要便宜得多,而且功能有趣。在我们的愿景中,一个人可以同时使用多个设备,形成一个可穿戴设备的生态系统。因此,我们的目标是建立一个系统,在这个系统中,应用程序可以在不同的设备之间扩展其输入和输出,并根据不同的上下文调整其输入/输出流。例如,用户戴着智能手表,一副智能眼镜,口袋里装着智能手机。通常,手机上的应用程序使用其触摸屏作为输入/输出方式;但如果用户把手机放在口袋里,戴上智能眼镜,应用程序就会使用智能手表的手势作为输入,智能眼镜的显示作为输出。我们想要支持的这种多设备系统的另一个优点是多肢体手势。人们对单手和双手手势的偏好相当一致[2]。特别是,双手手势可能在VR/AR中有潜在的用途,它们提供了一种更自然的输入方式。然而,要实现我们的目标,有三个主要挑战需要解决。第一个挑战是延迟。对于交互式应用程序,延迟是至关重要的。例如,在虚拟击鼓应用程序中,用户听到的声音会影响下一次击鼓的时间。第二个挑战是能源。众所周知,能耗是可穿戴设备的瓶颈。在多设备的环境中,必须对所有设备的能耗进行优化。我们认为,这种多设备环境的另一个挑战是适应能力。每当上下文发生变化时,要求用户配置设备甚至很烦人,因此适应性将更加有益。例如,当用户开始行走并佩戴智能眼镜时,系统会自动关闭手势控制,并在眼镜上显示通知。在多设备系统中,体系结构是保证各设备高效工作的关键。将所有数据合并到一个中心设备中并对其进行处理,迫使中心设备永远留在系统中。此外,通过蓝牙传输大量数据需要消耗相当多的能量[1]。因此,我们在每个可穿戴设备上部署了一个轻量级识别器来识别原始手势。其他设备可以获取这些原始手势,并将它们融合成更复杂的手势。例如,两个设备的动作手势融合,或者动作手势的融合
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引用次数: 0
Poster: Discovering User Relationships Through Smartphone Wi-Fi Probes 海报:通过智能手机Wi-Fi探针发现用户关系
Pub Date : 2016-06-25 DOI: 10.1145/2938559.2948785
Jiang Tiantian, Masaki Ito, K. Sezaki
People interact frequently with others in their daily life. Users with similar mobility patterns should have a certain degree of social relationships. Therefore, to discover user relationships, we focus on the similarity of users’ behavior patterns. Our first observation is that users with high interaction frequency are more likely to have relationships. Our second observation is that users who stay together for a long time are more likely to be related to each other, or have potential relationship. Third, we assume that users who always meet at the same place are likely to have a kind of relationships. Now, it is possible to collect data from smartphones and infer user social relationships and activities[1]. We propose a new probabilistic model for analyzing human interaction data, represented as a set of proximity links between pairs of users add with the interaction timestamp. We conduct our analysis with a slice-based approach, where all links within 10 minutes are grouped together, forming a slice of the dynamic social links graph. As shown in Figure 1, we collected raw Wi-Fi Direct proximity links over months of real life interaction to infer actual events in the life of a community. When Wi-Fi Direct devices sense the environment, they can also detect Wi-Fi access point(Red Node in Figure 1), which can be used to infer the location of users and their interactions. The time and location of the interaction are keys to deduce the interaction type.
人们在日常生活中经常与他人互动。具有相似移动模式的用户应该具有一定程度的社会关系。因此,为了发现用户关系,我们关注用户行为模式的相似性。我们的第一个观察是,互动频率高的用户更有可能建立关系。我们的第二个观察是,在一起时间长的用户更有可能相互关联,或者有潜在的关系。第三,我们假设总是在同一个地方见面的用户可能有一种关系。现在,可以从智能手机上收集数据,推断用户的社交关系和活动[1]。我们提出了一种新的概率模型来分析人类交互数据,该模型表示为用户对之间的一组接近链接,并添加了交互时间戳。我们使用基于切片的方法进行分析,将10分钟内的所有链接分组在一起,形成动态社交链接图的切片。如图1所示,我们收集了几个月的真实交互的原始Wi-Fi Direct邻近链接,以推断社区生活中的实际事件。当Wi-Fi Direct设备感知环境时,它们还可以检测Wi-Fi接入点(图1中的红色节点),这可以用来推断用户的位置和他们的交互。相互作用的时间和地点是推断相互作用类型的关键。
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引用次数: 0
Poster: 3DBuilder - A Versatile Scheme to Reconstruct 3D Models on Smartphones 海报:3DBuilder -一个在智能手机上重建3D模型的通用方案
Pub Date : 2016-06-25 DOI: 10.1145/2938559.2938598
Hao Wang, Bin Xiang, Lei Chen, Lin Zhang
There are bright prospects for 3D reconstruction on smartphones, such as 3D video, virtual reality, E-commerce and historic preservation. Although advent smartphones are equipped with high resolution touchscreens, powerful CPUs and GPUs, the performance of these smartphones is not comparable to desktop computers, especially in processing time and power consumption. Therefore, how to reconstruct 3D models on smartphones to increase its entertainment and functionality is an attractive challenge. In this work, we propose 3DBuilder, a versatile scheme to reconstruct 3D models on smartphones. It includes two parts to collaboratively render 3D models. On the client side, we provide an app running on Android smartphones to achieve image collection, keyframes uploading, 3D models downloading, rendering and displaying. On the cloud server side, cloud servers choose one algorithm from two different algorithms to reconstruct 3D models in non-real time or real-time. We use TCP/IP protocol to connect the client side and cloud server side to send images and models through Cellular network or Wi-Fi. Compared to previous work [1][2][3], 3DBuilder makes full use of mobile cloud computing to assist smartphones in 3D reconstruction. It provides various ways to make 3D reconstruction more useful in many scenarios.
智能手机上的3D重建有着光明的前景,如3D视频、虚拟现实、电子商务和历史保护。虽然降临智能手机配备了高分辨率的触摸屏,强大的cpu和gpu,但这些智能手机的性能无法与台式电脑相比,特别是在处理时间和功耗方面。因此,如何在智能手机上重建3D模型以增加其娱乐性和功能性是一个很有吸引力的挑战。在这项工作中,我们提出了3DBuilder,一个在智能手机上重建3D模型的通用方案。它包括两个部分来协同渲染3D模型。在客户端,我们提供了一个运行在Android智能手机上的应用程序,实现图像采集,关键帧上传,3D模型下载,渲染和显示。在云服务器端,云服务器从两种不同的算法中选择一种算法,进行非实时或实时的三维模型重构。我们使用TCP/IP协议连接客户端和云服务器端,通过蜂窝网络或Wi-Fi发送图像和模型。与之前的作品[1][2][3]相比,3DBuilder充分利用了移动云计算来辅助智能手机进行三维重建。它提供了多种方法,使3D重建在许多场景中更有用。
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引用次数: 0
Poster: Smart-Phones as Active Sensing Platform for Road Safety Solutions 海报:智能手机作为道路安全解决方案的主动感知平台
Pub Date : 2016-06-25 DOI: 10.1145/2938559.2948779
Ashutosh Raina, D. Bansal
Multidimensional sensing capability of a smart-phone based accelerometer and gyroscope provide detailed information about changes in magnitude and direction of forces experienced in 3D space. This leads to a better resolution of the events occurring during a collision which can be detected using a signature of such events. Event logs can further provide a deep insight for a detailed forensic analysis thus aid in realizing the knowledge for causes of collisions.
基于智能手机的加速度计和陀螺仪的多维传感能力提供了在三维空间中所经历的力的大小和方向变化的详细信息。这样可以更好地解决碰撞期间发生的事件,使用这些事件的签名可以检测到这些事件。事件日志可以进一步深入了解详细的取证分析,从而有助于了解碰撞原因。
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引用次数: 3
Poster: Overcoming Throughput Degradation in Multi-Radio Cognitive Radio Networks 海报:克服多无线电认知无线电网络的吞吐量退化
Pub Date : 2016-06-25 DOI: 10.1145/2938559.2948809
Tanvir Ahmed Khan, A. Islam
Dynamic spectrum access through Cognitive Radio Networks (CRNs) and exploiting multiple radios on a single node are two different well accepted techniques for enhancing network performance. Simultaneous usage of both the techniques, i.e., augmenting dynamic spectrum access with multiple radios can improve delay, however, makes throughput worse. Therefore, in this paper, we propose a novel approach to improve network throughput for multi-radio cognitive radio networks. Through ns-3 simulation, we show that our approach can boost throughput without degrading the delay.
通过认知无线电网络(crn)的动态频谱接入和在单个节点上利用多个无线电是两种不同的被广泛接受的提高网络性能的技术。同时使用这两种技术,即,用多个无线电增加动态频谱接入可以改善延迟,然而,使吞吐量更差。因此,在本文中,我们提出了一种新的方法来提高多无线电认知无线网络的网络吞吐量。通过ns-3仿真,我们证明了我们的方法可以在不降低延迟的情况下提高吞吐量。
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引用次数: 0
Poster: Energy Efficient Navigation Systems 海报:节能导航系统
Pub Date : 2016-06-25 DOI: 10.1145/2938559.2948792
Rohit Verma
The sudden growth in the smart-phone industry in recent years has caught the localization technology quite unprepared, with GPS coming out as a trivial solution. Using GPS, although quite effective, results in high energy consumption. This makes way for the several inertial sensors present in smart-phones like accelerometer, gyroscope, compass, etc. There are number of works like UnLoc[3] which use these inertial sensors for pedestrian localization. Looking into outdoor vehicular localization, Dejavu[1] is one of the good solutions. In our research problems we plan to make use of inertial sensors to develop energy efficient navigation systems and the underlying infrastructure required for the same. Here, we present a novel generalized energy-efficient outdoor navigation scheme - UrbanEye[2]
近年来智能手机行业的突飞猛进让定位技术措手不及,GPS作为一个微不足道的解决方案出现了。使用GPS虽然很有效,但会导致高能耗。这为智能手机中的惯性传感器如加速度计、陀螺仪、指南针等腾出了空间。有许多作品,如UnLoc[3],使用这些惯性传感器进行行人定位。对于户外车辆的定位,Dejavu[1]是一个很好的解决方案。在我们的研究问题中,我们计划利用惯性传感器来开发节能导航系统及其所需的底层基础设施。在此,我们提出了一种新型的通用节能户外导航方案——UrbanEye[2]
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引用次数: 0
期刊
MobiSys '16 Companion
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