In selective contents broadcasting, i.e., watching contents users selected themselves, the server can deliver several contents to many users. However, when users watch the data continuously, waiting time is occurred by decreasing the available bandwidth and increasing the number of contents. Therefore, many researchers have proposed the scheduling methods to reduce the waiting time. Although the conventional method reduces waiting time by producing the broadcast schedule in fast-forwarding, that for playing contents in normal playback becomes lengthened. In this paper, we propose a scheduling method to enable fast-forwarding for selective contents broadcasting. Our proposed method sets the number of channels based on the configuration of the program and the available bandwidth. In addition, waiting time can be reduced by dividing each content into two types of data for fast-forwarding and normal playback and scheduling them.
{"title":"A Scheduling Method to Enable Fast-forwarding for Selective Contents Broadcasting","authors":"D. Fukui, Y. Gotoh","doi":"10.1145/3007120.3007124","DOIUrl":"https://doi.org/10.1145/3007120.3007124","url":null,"abstract":"In selective contents broadcasting, i.e., watching contents users selected themselves, the server can deliver several contents to many users. However, when users watch the data continuously, waiting time is occurred by decreasing the available bandwidth and increasing the number of contents. Therefore, many researchers have proposed the scheduling methods to reduce the waiting time. Although the conventional method reduces waiting time by producing the broadcast schedule in fast-forwarding, that for playing contents in normal playback becomes lengthened. In this paper, we propose a scheduling method to enable fast-forwarding for selective contents broadcasting. Our proposed method sets the number of channels based on the configuration of the program and the available bandwidth. In addition, waiting time can be reduced by dividing each content into two types of data for fast-forwarding and normal playback and scheduling them.","PeriodicalId":394387,"journal":{"name":"Proceedings of the 14th International Conference on Advances in Mobile Computing and Multi Media","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134011380","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}
This article, presents a smartphone game app for Android devices where the user must blow into the microphone to control the sprite's movements as opposed to tapping. The game also encompasses a questionnaire and web based data tracking system, that is targeted at adult Cystic Fibrosis patients. App data is stored on an external database and saved under a user's profile. The data is then analysed for the attention of the health care team and depending on specified alert criteria, an alert text message (SMS) is sent to the patient. The complete system was presented to the CF medical multi-disciplinary team for review and feedback. Usability testing on the mobile application and web tool was also conducted with 10 participants who specialise in usability design. It is anticipated, that this framework will have a positive effect to the health care experience of adult CF patients after passing the clinical testing.
{"title":"Using a Mobile Game Application to Monitor Well-Being Data for Patients with Cystic Fibrosis","authors":"Y. Y. Tan, S. Tabirca, B. Plant, T. Vagg","doi":"10.1145/3007120.3007148","DOIUrl":"https://doi.org/10.1145/3007120.3007148","url":null,"abstract":"This article, presents a smartphone game app for Android devices where the user must blow into the microphone to control the sprite's movements as opposed to tapping. The game also encompasses a questionnaire and web based data tracking system, that is targeted at adult Cystic Fibrosis patients. App data is stored on an external database and saved under a user's profile. The data is then analysed for the attention of the health care team and depending on specified alert criteria, an alert text message (SMS) is sent to the patient. The complete system was presented to the CF medical multi-disciplinary team for review and feedback. Usability testing on the mobile application and web tool was also conducted with 10 participants who specialise in usability design. It is anticipated, that this framework will have a positive effect to the health care experience of adult CF patients after passing the clinical testing.","PeriodicalId":394387,"journal":{"name":"Proceedings of the 14th International Conference on Advances in Mobile Computing and Multi Media","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134510105","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}
Ali Pazahr, J. Zapater, Francisco García-Sánchez, Parisa Ganjeh, C. Botella
Securing a website is nowadays one of the major concerns for system administrators. Security is also the most important challenge that Web developers have to face when designing a trustworthy platform to provide services for public users. It is well known that multimedia content on the Web is continuously growing and recently this media type is more and more commonly used in social networks. The access to multimedia content in the context of social networks should be both easy and secure. In this paper, a semantically-empowered security model for accessing multimedia content in social networks is presented. The application of this model ensures that (1) unauthorized users cannot access to private multimedia data, and (2) the overall level of trust among social networks users who share their private and sensitive data is enhanced. Two questionnaires were developed to select the most characteristic features to consider in our model to differentiate legitimate users and attackers. By using parametric considerations, both security and users' convenience are reached which makes our proposed model more effective.
{"title":"A two-layer security model for accessing multimedia content in social networks","authors":"Ali Pazahr, J. Zapater, Francisco García-Sánchez, Parisa Ganjeh, C. Botella","doi":"10.1145/3007120.3011490","DOIUrl":"https://doi.org/10.1145/3007120.3011490","url":null,"abstract":"Securing a website is nowadays one of the major concerns for system administrators. Security is also the most important challenge that Web developers have to face when designing a trustworthy platform to provide services for public users. It is well known that multimedia content on the Web is continuously growing and recently this media type is more and more commonly used in social networks. The access to multimedia content in the context of social networks should be both easy and secure. In this paper, a semantically-empowered security model for accessing multimedia content in social networks is presented. The application of this model ensures that (1) unauthorized users cannot access to private multimedia data, and (2) the overall level of trust among social networks users who share their private and sensitive data is enhanced. Two questionnaires were developed to select the most characteristic features to consider in our model to differentiate legitimate users and attackers. By using parametric considerations, both security and users' convenience are reached which makes our proposed model more effective.","PeriodicalId":394387,"journal":{"name":"Proceedings of the 14th International Conference on Advances in Mobile Computing and Multi Media","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115192447","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}
Dynamic hand gestures have become increasingly popular as an input modality for interactive systems. There exists a variety of arm-worn devices for the recognition of hand gestures, which differ not only in their capabilities, but also in the arm positions where they are worn. The aim of this paper is to investigate the effect of placement of such devices on the accuracy for recognizing dynamic hand gestures (e.g. waving the hand). This is relevant as different devices require different positions and thus differ in the achievable recognition accuracy. We have chosen two positions on the forearm: on the wrist and right below the elbow. These positions are interesing as smartwatches are usually worn on the wrist and devices using EMG sensors for the detection of static hand gestures (e.g. spreading the fingers) have to be worn right below the elbow. We used an LG G Watch worn on the wrist and a Myo armband from Thalmic Labs worn below the elbow. Both are equipped with three-axis accelerometers, which we used for gesture recognition. Our hypothesis was that the wrist-worn device would have a better recognition accuracy, as dynamic hand gestures have a bigger action radius on the wrist and therefore lead to bigger acceleration values. We conducted a comparative study with nine participants that performed eight simple, dynamic gestures on both devices. We tested the 4320 gesture samples with different classifiers and feature sets. Although the recognition results for the wrist-worn device were higher, the difference was not significant due to the substantial variation across participants.
{"title":"Comparing the Placement of Two Arm-Worn Devices for Recognizing Dynamic Hand Gestures","authors":"K. Kefer, Clemens Holzmann, R. Findling","doi":"10.1145/3007120.3007146","DOIUrl":"https://doi.org/10.1145/3007120.3007146","url":null,"abstract":"Dynamic hand gestures have become increasingly popular as an input modality for interactive systems. There exists a variety of arm-worn devices for the recognition of hand gestures, which differ not only in their capabilities, but also in the arm positions where they are worn. The aim of this paper is to investigate the effect of placement of such devices on the accuracy for recognizing dynamic hand gestures (e.g. waving the hand). This is relevant as different devices require different positions and thus differ in the achievable recognition accuracy. We have chosen two positions on the forearm: on the wrist and right below the elbow. These positions are interesing as smartwatches are usually worn on the wrist and devices using EMG sensors for the detection of static hand gestures (e.g. spreading the fingers) have to be worn right below the elbow. We used an LG G Watch worn on the wrist and a Myo armband from Thalmic Labs worn below the elbow. Both are equipped with three-axis accelerometers, which we used for gesture recognition. Our hypothesis was that the wrist-worn device would have a better recognition accuracy, as dynamic hand gestures have a bigger action radius on the wrist and therefore lead to bigger acceleration values. We conducted a comparative study with nine participants that performed eight simple, dynamic gestures on both devices. We tested the 4320 gesture samples with different classifiers and feature sets. Although the recognition results for the wrist-worn device were higher, the difference was not significant due to the substantial variation across participants.","PeriodicalId":394387,"journal":{"name":"Proceedings of the 14th International Conference on Advances in Mobile Computing and Multi Media","volume":"139 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121353699","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}
Mobile developers tend to use source code obfuscation to protect their code against reverse engineering. Unfortunately, some developers rely on the idea that obfuscated applications also provide additional security. But that is not the case since mistakes in design are still present and can be used for arbitrary attacks. However, manually analyzing such obfuscated applications is time consuming for researchers due to the complexity of the generated code. Our debugging and manipulation tool (DAMN) offers a new way of investigating Android applications, including obfuscated ones. It combines static source code reversing with dynamic manipulation techniques to get rid of obfuscation penalties and supports the investigator during the analyzing process. DAMN can display the reversed source code, pause any application at any given time and allows to manipulate its state. All those features make DAMN a powerful reversing and analyzing tool for manual investigations of obfuscated Android applications.
{"title":"DAMN: A Debugging and Manipulation Tool for Android Applications","authors":"Gerald Schoiber, R. Mayrhofer, M. Hölzl","doi":"10.1145/3007120.3007161","DOIUrl":"https://doi.org/10.1145/3007120.3007161","url":null,"abstract":"Mobile developers tend to use source code obfuscation to protect their code against reverse engineering. Unfortunately, some developers rely on the idea that obfuscated applications also provide additional security. But that is not the case since mistakes in design are still present and can be used for arbitrary attacks. However, manually analyzing such obfuscated applications is time consuming for researchers due to the complexity of the generated code. Our debugging and manipulation tool (DAMN) offers a new way of investigating Android applications, including obfuscated ones. It combines static source code reversing with dynamic manipulation techniques to get rid of obfuscation penalties and supports the investigator during the analyzing process. DAMN can display the reversed source code, pause any application at any given time and allows to manipulate its state. All those features make DAMN a powerful reversing and analyzing tool for manual investigations of obfuscated Android applications.","PeriodicalId":394387,"journal":{"name":"Proceedings of the 14th International Conference on Advances in Mobile Computing and Multi Media","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125409556","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}
Mohamed Eshaftri, A. Al-Dubai, I. Romdhani, Alsnousi Essa
Energy efficiency is one of the major issues in Wireless Sensor Networks (WSNs), due to the limited power and processing capabilities of the Sensor Nodes (SNs). The clustering techniques are the effective solution to improve the energy efficiency and prolong the network lifetime. However, in the data transmission task, the Cluster Heads (CHs) consume more energy than the ordinary Cluster Members (CMs). Moreover, more energy and time are wasted through the cluster selection in every round. In an attempt to fill in this gap, we propose a new protocol called Weight Driven Cluster Head Rotation for Wireless Sensor Network (WDCR). The WDCR introduces a new weight-driven rotation method to balance the energy consumption among nodes within a cluster, along with unequal clustering algorithm to balance the energy consumption among clusters. The Simulation experiments show that WDCR reduces the energy dissipation of sensor node, and improves the network lifetime compared to the existing cluster protocols.
{"title":"Weight Driven Cluster Head Rotation for Wireless Sensor Networks","authors":"Mohamed Eshaftri, A. Al-Dubai, I. Romdhani, Alsnousi Essa","doi":"10.1145/3007120.3007170","DOIUrl":"https://doi.org/10.1145/3007120.3007170","url":null,"abstract":"Energy efficiency is one of the major issues in Wireless Sensor Networks (WSNs), due to the limited power and processing capabilities of the Sensor Nodes (SNs). The clustering techniques are the effective solution to improve the energy efficiency and prolong the network lifetime. However, in the data transmission task, the Cluster Heads (CHs) consume more energy than the ordinary Cluster Members (CMs). Moreover, more energy and time are wasted through the cluster selection in every round. In an attempt to fill in this gap, we propose a new protocol called Weight Driven Cluster Head Rotation for Wireless Sensor Network (WDCR). The WDCR introduces a new weight-driven rotation method to balance the energy consumption among nodes within a cluster, along with unequal clustering algorithm to balance the energy consumption among clusters. The Simulation experiments show that WDCR reduces the energy dissipation of sensor node, and improves the network lifetime compared to the existing cluster protocols.","PeriodicalId":394387,"journal":{"name":"Proceedings of the 14th International Conference on Advances in Mobile Computing and Multi Media","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128192949","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}
This paper focuses on the use of spherical cameras for autonomous quadrone navigation tasks. Previous works of literature for navigation mainly lie in two categories: scene-oriented simultaneous localization and mapping and robot-oriented heading fields lane detection and trajectory tracking. Those methods face the challenges of either high computation cost or heavy labelling and calibration requirements. In this paper, we propose to formulate the spherical image navigation as an image classification problem, which significantly simplifies the orientation estimation and path prediction procedure and accelerates the navigation process. More specifically, we train an end-to-end convolutional network on our spherical image dataset with novel orientation categories labels. This trained network can give precise predictions on potential path directions with single spherical images. Experimental results on our Spherical-Navi dataset demonstrate that the proposed approach outperforms the comparing methods in realistic applications.
{"title":"Autonomous Near Ground Quadrone Navigation with Uncalibrated Spherical Images Using Convolutional Neural Networks","authors":"Lingyan Ran, Yanning Zhang, Tao Yang, Ting Chen","doi":"10.1145/3007120.3011073","DOIUrl":"https://doi.org/10.1145/3007120.3011073","url":null,"abstract":"This paper focuses on the use of spherical cameras for autonomous quadrone navigation tasks. Previous works of literature for navigation mainly lie in two categories: scene-oriented simultaneous localization and mapping and robot-oriented heading fields lane detection and trajectory tracking. Those methods face the challenges of either high computation cost or heavy labelling and calibration requirements. In this paper, we propose to formulate the spherical image navigation as an image classification problem, which significantly simplifies the orientation estimation and path prediction procedure and accelerates the navigation process. More specifically, we train an end-to-end convolutional network on our spherical image dataset with novel orientation categories labels. This trained network can give precise predictions on potential path directions with single spherical images. Experimental results on our Spherical-Navi dataset demonstrate that the proposed approach outperforms the comparing methods in realistic applications.","PeriodicalId":394387,"journal":{"name":"Proceedings of the 14th International Conference on Advances in Mobile Computing and Multi Media","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128684902","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}
K. Komal, D. Albrecht, Nandita Bhattacharjee, B. Srinivasan
Fingerprint is one of the most researched biometrics and applied to many applications like boarder security, access security, security of electronic devices to name a few. However, alignment and matching of partial fingerprints convincingly is still a challenging problem. This paper proposes a region based partial fingerprint matching approach that matches the fingerprints without aligning them. The approach focuses on extracting the matching regions in unaligned fingerprints. As extraction of regions happens without alignment, a new similarity metric is proposed that can compute similarity value between unaligned fingerprints. The results demonstrate that the proposed approach can eliminate the need for aligning the fingerprints without affecting the accuracy. The popular Fingerprint Verification Competition (FVC) 2002 dataset is used for conducting experiments. Moreover, the results of fingerprint recognition are compared with the best alignment based fingerprint matching techniques.
{"title":"A Region-based Alignment-free Partial Fingerprint Matching","authors":"K. Komal, D. Albrecht, Nandita Bhattacharjee, B. Srinivasan","doi":"10.1145/3007120.3007130","DOIUrl":"https://doi.org/10.1145/3007120.3007130","url":null,"abstract":"Fingerprint is one of the most researched biometrics and applied to many applications like boarder security, access security, security of electronic devices to name a few. However, alignment and matching of partial fingerprints convincingly is still a challenging problem. This paper proposes a region based partial fingerprint matching approach that matches the fingerprints without aligning them. The approach focuses on extracting the matching regions in unaligned fingerprints. As extraction of regions happens without alignment, a new similarity metric is proposed that can compute similarity value between unaligned fingerprints. The results demonstrate that the proposed approach can eliminate the need for aligning the fingerprints without affecting the accuracy. The popular Fingerprint Verification Competition (FVC) 2002 dataset is used for conducting experiments. Moreover, the results of fingerprint recognition are compared with the best alignment based fingerprint matching techniques.","PeriodicalId":394387,"journal":{"name":"Proceedings of the 14th International Conference on Advances in Mobile Computing and Multi Media","volume":"142 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133818128","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}
No-Reference (NR) metrics provide a mechanism to assess video quality in an ever-growing wireless network. Their low computational complexity and functional characteristics make them the primary choice when it comes to realtime content management and mobile streaming control. Unfortunately, common NR metrics suffer from poor accuracy, particularly in network-impaired video streams. In this work, we introduce a regression-based video quality metric that is simple enough for real-time computation on thin clients, and comparably as accurate as state-of-the-art Full-Reference (FR) metrics, which are functionally and computationally inviable in real-time streaming. We benchmark our metric against the FR metric VQM (Video Quality Metric), finding a very strong correlation factor.
{"title":"A Regression Method for real-time video quality evaluation","authors":"M. T. Vega, D. Mocanu, A. Liotta","doi":"10.1145/3007120.3007125","DOIUrl":"https://doi.org/10.1145/3007120.3007125","url":null,"abstract":"No-Reference (NR) metrics provide a mechanism to assess video quality in an ever-growing wireless network. Their low computational complexity and functional characteristics make them the primary choice when it comes to realtime content management and mobile streaming control. Unfortunately, common NR metrics suffer from poor accuracy, particularly in network-impaired video streams. In this work, we introduce a regression-based video quality metric that is simple enough for real-time computation on thin clients, and comparably as accurate as state-of-the-art Full-Reference (FR) metrics, which are functionally and computationally inviable in real-time streaming. We benchmark our metric against the FR metric VQM (Video Quality Metric), finding a very strong correlation factor.","PeriodicalId":394387,"journal":{"name":"Proceedings of the 14th International Conference on Advances in Mobile Computing and Multi Media","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127458553","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}
Vehicular ad hoc networks (VANET) are one of many fields that faces numerous challenges in terms of security and privacy. Risk and security assessments approaches in this kind of networks may not be able to operate correctly in all the vehicular systems, because theses analyzes aspects are based generally on theoretical ideas, which may not reflect any realistic conditions. The important motivations of VANTET applications deployment is the reduction of the accident traffic and the numbers of human deaths and injuries, hence this applications have a stiff security requirements. In order to cover all possible security requirements many research approaches were presented, such as approaches based on attack tree process, where we find also the attack-defense tree approach. This paper focus on the existed trade-off between the attacker and the defender in a vehicular system, also we tries to find an equilibrium point that reflect this relationship through the application of a mathematical analysis, which is the game theory analysis. Game theory approach where firstly deployed in the ad hoc networks by many researches, which is not the case for the vehicular systems where we find a few number of researches dedicated to the use of the game theoretic approach for the security or the privacy preserving in this kind of networks. For a better understanding, we start the paper by presenting some works that highlight the application of game theory in order to address the different forms of security and privacy issues in ad the ad hoc networks and more precisely the vehicular ad hoc networks. Where we show how different interactions between attackers and defender in the vehicular networks can be modeled as a game.
{"title":"When Game Theory Meets VANET's Security and Privacy","authors":"Sara Bahamou, M. D. E. Ouadghiri, J. Bonnin","doi":"10.1145/3007120.3007168","DOIUrl":"https://doi.org/10.1145/3007120.3007168","url":null,"abstract":"Vehicular ad hoc networks (VANET) are one of many fields that faces numerous challenges in terms of security and privacy. Risk and security assessments approaches in this kind of networks may not be able to operate correctly in all the vehicular systems, because theses analyzes aspects are based generally on theoretical ideas, which may not reflect any realistic conditions. The important motivations of VANTET applications deployment is the reduction of the accident traffic and the numbers of human deaths and injuries, hence this applications have a stiff security requirements. In order to cover all possible security requirements many research approaches were presented, such as approaches based on attack tree process, where we find also the attack-defense tree approach. This paper focus on the existed trade-off between the attacker and the defender in a vehicular system, also we tries to find an equilibrium point that reflect this relationship through the application of a mathematical analysis, which is the game theory analysis. Game theory approach where firstly deployed in the ad hoc networks by many researches, which is not the case for the vehicular systems where we find a few number of researches dedicated to the use of the game theoretic approach for the security or the privacy preserving in this kind of networks. For a better understanding, we start the paper by presenting some works that highlight the application of game theory in order to address the different forms of security and privacy issues in ad the ad hoc networks and more precisely the vehicular ad hoc networks. Where we show how different interactions between attackers and defender in the vehicular networks can be modeled as a game.","PeriodicalId":394387,"journal":{"name":"Proceedings of the 14th International Conference on Advances in Mobile Computing and Multi Media","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122580901","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}