Abstract: In this paper, we introduce an mobile agent framework
with proactive load balancing for ambient intelligence (AmI) environments.
One of the main obstacles of AmI is the scalability in
which the openness of AmI environment introduces dynamic resource
requirements on agencies. To mediate this scalability problem, our
framework proposes a load balancing module to proactively analyze
the resource consumption of network bandwidth and preferred agencies
to suggest the optimal communication method to its user. The
framework generally formulates an AmI environment that consists
of three main components: (1) mobile devices, (2) hosts or agencies,
and (3) directory service center (DSC). A preliminary implementation
was conducted with NetLogo and the experimental results show that
the proposed approach provides enhanced system performance by
minimizing the network utilization to provide users with responsive
services.
Abstract: The drastic increase in the usage of SMS technology
has led service providers to seek for a solution that enable users of
mobile devices to access services through SMSs. This has resulted in
the proposal of solutions towards SMS-based service invocation in
service oriented environments. However, the dynamic nature of
service-oriented environments coupled with sudden load peaks
generated by service request, poses performance challenges to
infrastructures for supporting SMS-based service invocation. To
address this problem we adopt load balancing techniques. A load
balancing model with adaptive load balancing and load monitoring
mechanisms as its key constructs is proposed. The load balancing
model then led to realization of Least Loaded Load Balancing
Framework (LLLBF). Evaluation of LLLBF benchmarked with round
robin (RR) scheme on the queuing approach showed LLLBF
outperformed RR in terms of response time and throughput.
However, LLLBF achieved better result in the cost of high
processing power.
Abstract: Abovepresented work deals with the new scope of application of information and communication technologies for the improvement of the election process in the biased environment. We are introducing a new concept of construction of the information-communication system for the election participant. It consists of four main components: Software, Physical Infrastructure, Structured Information and the Trained Stuff. The Structured Information is the bases of the whole system and is the collection of all possible events (irregularities among them) at the polling stations, which are structured in special templates, forms and integrated in mobile devices.The software represents a package of analytic modules, which operates with the dynamic database. The application of modern communication technologies facilities the immediate exchange of information and of relevant documents between the polling stations and the Server of the participant. No less important is the training of the staff for the proper functioning of the system. The e-training system with various modules should be applied in this respect. The presented methodology is primarily focused on the election processes in the countries of emerging democracies.It can be regarded as the tool for the monitoring of elections process by the political organization(s) and as one of the instruments to foster the spread of democracy in these countries.
Abstract: In this paper, we present a cost-effective wireless
distributed load shedding system for non-emergency scenarios. In
power transformer locations where SCADA system cannot be used,
the proposed solution provides a reasonable alternative that combines
the use of microcontrollers and existing GSM infrastructure to send
early warning SMS messages to users advising them to proactively
reduce their power consumption before system capacity is reached
and systematic power shutdown takes place.
A novel communication protocol and message set have been
devised to handle the messaging between the transformer sites, where
the microcontrollers are located and where the measurements take
place, and the central processing site where the database server is
hosted. Moreover, the system sends warning messages to the endusers
mobile devices that are used as communication terminals. The
system has been implemented and tested via different experimental
results.
Abstract: Encryption protects communication partners from
disclosure of their secret messages but cannot prevent traffic analysis
and the leakage of information about “who communicates with
whom". In the presence of collaborating adversaries, this linkability
of actions can danger anonymity. However, reliably providing
anonymity is crucial in many applications. Especially in contextaware
mobile business, where mobile users equipped with PDAs
request and receive services from service providers, providing
anonymous communication is mission-critical and challenging at the
same time. Firstly, the limited performance of mobile devices does
not allow for heavy use of expensive public-key operations which are
commonly used in anonymity protocols. Moreover, the demands for
security depend on the application (e.g., mobile dating vs. pizza
delivery service), but different users (e.g., a celebrity vs. a normal
person) may even require different security levels for the same
application. Considering both hardware limitations of mobile devices
and different sensitivity of users, we propose an anonymity
framework that is dynamically configurable according to user and
application preferences. Our framework is based on Chaum-s mixnet.
We explain the proposed framework, its configuration
parameters for the dynamic behavior and the algorithm to enforce
dynamic anonymity.
Abstract: The visualization of geographic information on mobile devices has become popular as the widespread use of mobile Internet. The mobility of these devices brings about much convenience to people-s life. By the add-on location-based services of the devices, people can have an access to timely information relevant to their tasks. However, visual analysis of geographic data on mobile devices presents several challenges due to the small display and restricted computing resources. These limitations on the screen size and resources may impair the usability aspects of the visualization applications. In this paper, a variable-scale visualization method is proposed to handle the challenge of small mobile display. By merging multiple scales of information into a single image, the viewer is able to focus on the interesting region, while having a good grasp of the surrounding context. This is essentially visualizing the map through a fisheye lens. However, the fisheye lens induces undesirable geometric distortion in the peripheral, which renders the information meaningless. The proposed solution is to apply map generalization that removes excessive information around the peripheral and an automatic smoothing process to correct the distortion while keeping the local topology consistent. The proposed method is applied on both artificial and real geographical data for evaluation.
Abstract: Mobile adhoc network (MANET) is a collection of
mobile devices which form a communication network with no preexisting
wiring or infrastructure. Multiple routing protocols have
been developed for MANETs. As MANETs gain popularity, their
need to support real time applications is growing as well. Such
applications have stringent quality of service (QoS) requirements
such as throughput, end-to-end delay, and energy. Due to dynamic
topology and bandwidth constraint supporting QoS is a challenging
task. QoS aware routing is an important building block for QoS
support. The primary goal of the QoS aware protocol is to determine
the path from source to destination that satisfies the QoS
requirements. This paper proposes a new energy and delay aware
protocol called energy and delay aware TORA (EDTORA) based on
extension of Temporally Ordered Routing Protocol (TORA).Energy
and delay verifications of query packet have been done in each node.
Simulation results show that the proposed protocol has a higher
performance than TORA in terms of network lifetime, packet
delivery ratio and end-to-end delay.
Abstract: The task of strategic information technology
management is to focus on adapting technology to ensure
competitiveness. A key factor for success in this sector is awareness
and readiness to deploy new technologies and exploit the services
they offer. Recently, the need for more flexible and dynamic user
interfaces (UIs) has been recognized, especially in mobile
applications. An ongoing research project (MOP), initiated by TUT
in Finland, is looking at how mobile device UIs can be adapted for
different needs and contexts. It focuses on examining the possibilities
to develop adapter software for solving the challenges related to the
UI and its flexibility in mobile devices. This approach has great
potential for enhancing information transfer in mobile devices, and
consequently for improving information management. The
technology presented here could be one of the key emerging
technologies in the information technology sector in relation to
mobile devices and telecommunications.
Abstract: Through the course of this paper we outline how
mobile Business Intelligence (m-BI) can help businesses to work
smarter and to improve their agility. When we analyze the industry
from the usage perspective or how interaction with the enterprise BI
system happens via mobile devices, we may easily understand that
there are two major types of mobile BI: passive and active. Active
mobile BI gives provisions for users to interact with the BI systems
on-the-fly. Active mobile business intelligence often works as a
combination of both “push and pull" techniques. Some mistakes were
done in the up-to-day progress of mobile technologies and mobile BI,
as well as some problems that still have to be resolved. We discussed
in the paper rather broadly.
Abstract: Mobile Learning (M-Learning) is a new technology
which is to enhance current learning practices and activities for all
people especially students and academic practitioners UTP is
currently, implemented two types of learning styles which are
conventional and electronic learning. In order to improve current
learning approaches, it is necessary for UTP to implement m-learning
in UTP. This paper presents a study on the students- perceptions on
mobile utilization in the learning practices in UTP. Besides, this
paper also presents a survey that was conducted among 82 students
from System Analysis and Design (SAD) course in UTP. The survey
includes basic information of mobile devices that have been used by
the students, opinions on current learning practices and also the
opinions regarding the m-learning implementation in the current
learning practices especially in SAD course. Based on the results of
the survey, majority of the students are using the mobile devices that
can support m-learning environment. Other than that, students also
agreed that current learning practices are ineffective and they believe
that m-learning utilization can improve the effectiveness of current
learning practices.
Abstract: The increasing development of wireless networks and
the widespread popularity of handheld devices such as Personal
Digital Assistants (PDAs), mobile phones and wireless tablets
represents an incredible opportunity to enable mobile devices as a
universal payment method, involving daily financial transactions.
Unfortunately, some issues hampering the widespread acceptance of
mobile payment such as accountability properties, privacy protection,
limitation of wireless network and mobile device. Recently, many
public-key cryptography based mobile payment protocol have been
proposed. However, limited capabilities of mobile devices and
wireless networks make these protocols are unsuitable for mobile
network. Moreover, these protocols were designed to preserve
traditional flow of payment data, which is vulnerable to attack and
increase the user-s risk. In this paper, we propose a private mobile
payment protocol which based on client centric model and by
employing symmetric key operations. The proposed mobile payment
protocol not only minimizes the computational operations and
communication passes between the engaging parties, but also
achieves a completely privacy protection for the payer. The future
work will concentrate on improving the verification solution to
support mobile user authentication and authorization for mobile
payment transactions.
Abstract: The rapid development of the BlackBerry games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games on BlackBerry in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive educational games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) and 1 output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform
Abstract: Design Patterns have gained more and more
acceptances since their emerging in software development world last
decade and become another de facto standard of essential knowledge
for Object-Oriented Programming developers nowadays.
Their target usage, from the beginning, was for regular computers,
so, minimizing power consumption had never been a concern.
However, in this decade, demands of more complicated software for
running on mobile devices has grown rapidly as the much higher
performance portable gadgets have been supplied to the market
continuously. To get along with time to market that is business
reason, the section of software development for power conscious,
battery, devices has shifted itself from using specific low-level
languages to higher level ones. Currently, complicated software
running on mobile devices are often developed by high level
languages those support OOP concepts. These cause the trend of
embracing Design Patterns to mobile world.
However, using Design Patterns directly in software development
for power conscious systems is not recommended because they were
not originally designed for such environment. This paper
demonstrates the adapted Design Pattern for power limitation system.
Because there are numerous original design patterns, it is not possible
to mention the whole at once. So, this paper focuses only in creating
Energy Conscious version of existing regular "Builder Pattern" to be
appropriated for developing low power consumption software.
Abstract: The noticeable advance in the area of computer technology has paved the way for the invention of powerful mobile devices. However, limited storage, short battery life, and relatively low computational power define the major problems of such devices. Due to the ever increasing computational requirements, such devices may fail to process needed tasks under certain constraints. One of the proposed solutions to this drawback is the introduction of Collaborative Computing, a new concept dealing with the distribution of computational tasks amongst several handhelds. This paper introduces the basics of Collaborative Computing, and proposes a new protocol that aims at managing and optimizing computing tasks in Ad-Hoc Collaborative Computing Environments.
Abstract: The development and use of mobile devices as well as its integration within education systems to deliver electronic contents and to support real-time communications was the focus of this research. In order to investigate the software engineering issues in using mobile devices a research on electronic content was initiated. The Developed MP3 mobile software solution was developed as a prototype for testing and developing a strategy for designing a usable m-learning environment. The mobile software solution was evaluated using mobile device using the link: http://projects.seeu.edu.mk/mlearn. The investigation also tested the correlation between the two mobile learning indicators: electronic content and attention, based on the Task Based learning instructional method. The mobile software solution ''M-Learn“ was developed as a prototype for testing the approach and developing a strategy for designing usable m-learning environment. The proposed methodology is about what learning modeling approach is more appropriate to use when developing mobile learning software.
Abstract: Computer network courses are essential parts of college computer science curriculum and hands-on networking experience is well recognized as an effective approach to help students understand better about the network concepts, the layered architecture of network protocols, and the dynamics of the networks. However, existing networking labs are usually server-based and relatively cumbersome, which require a certain level of specialty and resource to set up and maintain the lab environment. Many universities/colleges lack the resources and build-ups in this field and have difficulty to provide students with hands-on practice labs. A new affordable and easily-adoptable approach to networking labs is desirable to enhance network teaching and learning. In addition, current network labs are short on providing hands-on practice for modern wireless and mobile network learning. With the prevalence of smart mobile devices, wireless and mobile network are permeating into various aspects of our information society. The emerging and modern mobile technology provides computer science students with more authentic learning experience opportunities especially in network learning. A mobile device based hands-on labware can provide an excellent ‘real world’ authentic learning environment for computer network especially for wireless network study. In this paper, we present our mobile device-based hands-on labware (series of lab module) for computer network learning which is guided by authentic learning principles to immerse students in a real world relevant learning environment. We have been using this labware in teaching computer network, mobile security, and wireless network classes. The student feedback shows that students can learn more when they have hands-on authentic learning experience.
Abstract: This paper describes WiPoD (Wireless Position
Detector) which is a pure software based location determination and
tracking (positioning) system. It uses empirical signal strength measurements from different wireless access points for mobile user
positioning. It is designed to determine the location of users having
802.11 enabled mobile devices in an 802.11 WLAN infrastructure
and track them in real time. WiPoD is the first main module in our
LBS (Location Based Services) framework. We tested K-Nearest
Neighbor and Triangulation algorithms to estimate the position of a
mobile user. We also give the analysis results of these algorithms for
real time operations. In this paper, we propose a supportable, i.e.
understandable, maintainable, scalable and portable wireless
positioning system architecture for an LBS framework. The WiPoD
software has a multithreaded structure and was designed and implemented with paying attention to supportability features and real-time constraints and using object oriented design principles. We also describe the real-time software design issues of a wireless positioning system which will be part of an LBS framework.
Abstract: This paper investigates the use of mobile phones and
tablets for learning purposes among university students in Saudi
Arabia. For this purpose, an extended Technology Acceptance Model
(TAM) is proposed to analyze the adoption of mobile devices and
smart phones by Saudi university students for accessing course
materials, searching the web for information related to their
discipline, sharing knowledge, conducting assignments etc.
Abstract: With the rapid development of wireless mobile communication, applications for mobile devices must focus on network security. In 2008, Chang-Chang proposed security improvements on the Lu et al.-s elliptic curve authentication key agreement protocol for wireless mobile networks. However, this paper shows that Chang- Chang-s improved protocol is still vulnerable to off-line password guessing attacks unlike their claims.
Abstract: With the advent of emerging personal computing paradigms such as ubiquitous and mobile computing, Web contents are becoming accessible from a wide range of mobile devices. Since these devices do not have the same rendering capabilities, Web contents need to be adapted for transparent access from a variety of client agents. Such content adaptation results in better rendering and faster delivery to the client device. Nevertheless, Web content adaptation sets new challenges for semantic markup. This paper presents an advanced components platform, called MorfeoSMC, enabling the development of mobility applications and services according to a channel model based on Services Oriented Architecture (SOA) principles. It then goes on to describe the potential for integration with the Semantic Web through a novel framework of external semantic annotation of mobile Web contents. The role of semantic annotation in this framework is to describe the contents of individual documents themselves, assuring the preservation of the semantics during the process of adapting content rendering, as well as to exploit these semantic annotations in a novel user profile-aware content adaptation process. Semantic Web content adaptation is a way of adding value to and facilitates repurposing of Web contents (enhanced browsing, Web Services location and access, etc).