一种用于社交物联网时代应用建模和模拟的即插即用方法

IF 2.1 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS IET Smart Cities Pub Date : 2021-03-30 DOI:10.1049/smc2.12005
Zakaria Maamar, Mohamed Sellami, Fatma Masmoudi, Muhammad Asim, Abdul Haseeb, Thar Baker, Fadwa Yahya
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引用次数: 0

摘要

本文介绍了一种建模和模拟Plug&Play社交事物的方法。现有的(非社会的)事物被限制在筒仓中,仅限于传感和驱动等基本操作,这使它们无法参与复杂业务应用程序的满足。相反,社会事物被期望参与协作场景,并在实现这些场景时利用将它们与同伴联系起来的特定关系。这些关系被称为互补、对抗和竞争,并允许发展事物网络。为了利用这种网络,对Plug&Play社交事物进行建模和模拟的方法提出了四个阶段,即连接以消除事物之间的社会关系的神秘性,影响以检查社会关系对事物的影响,玩以在考虑影响的同时使事物发挥作用,以及根据其表现激励奖励事物。为老年人开发了一个智能系统,以展示plug & Play社交事物的技术可行性。该系统是一个集成开发环境,通过一系列拖放操作,允许物联网工程师定义社交事物的协作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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A Plug&Play approach for modeling and simulating applications in the era of internet of social things

This article presents an approach to model and simulate Plug&Play social things. Confined into silos, existing (not social) things are restricted to basic operations like sensing and actuating, which deprive them from participating in the satisfaction of complex business applications. Contrarily, social things are expected to engage in collaborative scenarios and to tap into specific relations that connect them to peers when achieving these scenarios. These relations are referred to as complimentary, antagonism, and competition, and allow to develop networks of things. To capitalize on such networks, the approach to model and simulate Plug&Play social things puts forward four stages that are referred to as connecting to demystify social relations between things, influencing to examine the impact of social relations on things, playing to make things perform while considering influence, and incentivizing to reward things based on their performance. A smart system for elderly the care centers has been developed to showcase the technical doability of Plug&Play social things. The system is an integrated development environment allowing IoT engineers to define the collaboration of social things, thanks to a set of drag&drop operations.

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来源期刊
IET Smart Cities
IET Smart Cities Social Sciences-Urban Studies
CiteScore
7.70
自引率
3.20%
发文量
25
审稿时长
21 weeks
期刊最新文献
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