A Conceptualisation Within the Paradigm of the Internet of Things Manuel Silverio-Fernández* , Suresh Renukappa and Subashini Suresh
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Mobile Phones and Cloud Computing
Mobile phones and cloud computing A quantitative research paper on mobile phone application offloading by cloud computing utilization Oskar Hamrén Department of informatics Human Computer Interaction Master’s programme Master thesis 2-year level, 30 credits SPM 2012.07 Abstract The development of the mobile phone has been rapid. From being a device mainly used for phone calls and writing text messages the mobile phone of today, or commonly referred to as the smartphone, has become a multi-purpose device. Because of its size and thermal constraints there are certain limitations in areas of battery life and computational capabilities. Some say that cloud computing is just another buzzword, a way to sell already existing technology. Others claim that it has the potential to transform the whole IT-industry. This thesis is covering the intersection of these two fields by investigating if it is possible to increase the speed of mobile phones by offloading computational heavy mobile phone application functions by using cloud computing. A mobile phone application was developed that conducts three computational heavy tests. The tests were run twice, by not using cloud computing offloading and by using it. The time taken to carry out the tests were saved and later compared to see if it is faster to use cloud computing in comparison to not use it. The results showed that it is not beneficial to use cloud computing to carry out these types of tasks; it is faster to use the mobile phone. 1 Table of Contents Abstract ..................................................................................................................................... 1 Table of Contents ..................................................................................................................... 2 1. Introduction .......................................................................................................................... 5 1.1 Previous research ........................................................................................................................ -
Uses and Effects of Mobile Computing Devices in K–8 Classrooms
Uses and Effects of Mobile Computing Devices in K–8 Classrooms Karen Swan Mark van ‘t Hooft Annette Kratcoski Kent State University Darlene Unger Virginia Commonwealth University Abstract This preliminary study employed mixed methodologies to explore students’ use of mobile comput- ing devices and its effects on their motivation to learn, engagement in learning activities, and support for learning processes. Data collected from students in four elementary and two seventh grade science classes in Northeast Ohio included usage logs, student work samples, student and teacher interviews, and classroom observations. Findings highlight the personalization of learning afforded by such devices both in terms of individuals and individual classroom cultures, as well as their usefulness in extending learning beyond the classroom. They also sug- gest that increased motivation due to mobile device use leads to increases in the quality and quantity of student work. (Keywords: mobile computing, motivation, writing.) BACKGROUND More than a decade ago, Mark Weiser (1991) wrote that we live in a society in which technology is so pervasive that we do not notice it anymore when used for everyday tasks such as information retrieval, communication, and entertainment. Defining this environment as ubiquitous computing, he described it more as a state of mind, as “a new way of thinking about computers in the world . [that] allows the computers themselves to vanish into the background . [and] be- come indistinguishable from everyday life” (p. 94). As a result, the current gener- ation of K–12 students is growing up more technologically literate than children their age were a decade ago, with access to an increasing number of devices and services such as video game consoles, mobile gaming devices, cell phones, the In- ternet, and instant messaging. -
Wi-Fi® Smart Device Enablement Kit User Guide
ATWINC15x0 Smart Device Kit Wi-Fi® Smart Device Enablement Kit User Guide Introduction The Wi-Fi Smart Device Enablement Kit is a small and easy demonstration and development platform for Internet of Things (IoT) solutions. It is designed to demonstrate the design of typical IoT applications. The kit is controlled by a SAML21G18B host MCU. It is equipped with an ATWINC15x0 IEEE® 802.11 b/g/n network controller, an ATECC608A CryptoAuthentication™ device, an MCP73833 Li-Ion/Li-Po charge management controller, a MIC5317 High PSRR LDO, BME280 environment sensor and VEML6030 light sensor. It can be programmed and debugged with an Atmel-ICE programmer through SWD interface or programmed with an SAM-BA® in-system programmer through USB interface. The Wi-Fi Smart Device Enablement Kit is pre-programmed and configured for demonstrating connectivity to the AWS® IoT cloud, working with Amazon Alexa®. The user can speak to an Alexa- enabled device (for example, Echo Dot®) to get the sensor data and control LED of the kit. A mobile application is provided for board registration and network configuration. It can be used to monitor and control the kit. As an IoT edge, this firmware provides the control, monitoring, Wi-Fi connectivity and security functions in a typical IoT scenario. This board is used for evaluation/demonstration purposes only. © 2019 Microchip Technology Inc. User Guide DS50002880A-page 1 ATWINC15x0 Smart Device Kit Table of Contents Introduction .....................................................................................................................1 -
On Energy Consumption of Mobile Cloud Gaming Using Gaminganywhere
Thesis no.:MSEE-2016-54 On energy consumption of mobile cloud gaming using GamingAnywhere Suren Musinada Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Masters in Electrical Engineering with Emphasis on Telecommunication Systems. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Suren Musinada E-mail: [email protected] University advisor: Dr. Yong Yao Department of communication systems E-mail: [email protected] Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract In the contemporary world, there has been a great proliferation of using smart-phone devices and broadband wireless networks, the young gener- ation using mobile gaming market is tremendously increasing because of the enormous entertainment features. Mobile cloud gaming is a promising technology that overcome the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis and calculate the energy con- sumption of mobile device when using GamingAnywhere. The aim of the thesis is to measure the power consumption of the mo- bile device when the game is streamed from the GamingAnywhere server to GamingAnywhere client. Total power consumption is calculated for four resolutions by using the hardware monsoon power monitoring tool and the individual components of mobile device such as CPU, LCD and Audio power are calculated by software PowerTutor. -
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Paper—Defining Stable Touch Area based on a Large-Screen Smart Device in 3D-Touch Interface Defining Stable Touch Area based on a Large-Screen Smart Device in 3D-Touch Interface https://doi.org/10.3991/ijim.v13i02.10153 YounghoonSeo, Dongryeol Shin, Choonsung Nam * Sungkyunkwan University, Suwon, Republic of Korea( ) [email protected] Abstract—Touch interface technologies for mobile devices are essentially in use. The purpose of such touch interfaces is to run an application by touching a screen with a user’s finger or to implement various functions on the device. When the user has an attempt to use the touch interface, users tend to grab the mobile device with one hand. Because of the existence of untouchable areas to which the user cannot reach with the user’s fingers, it is possible to occur for a case where the user is not able to touch a specific area on the screen accurately. This results in some issues that the mobile device does not carry out the user’s desired function and the execution time is delayed due to the wrong implemen- tation. Therefore, there is a need to distinguish the area where the user can sta- bly input the touch interface from the area where the users cannot and to over- come the problems of the unstable touch area. Furthermore, when the size of the screen increases, these issues will become more serious because of an increase in the unstable touch areas. Especially, an interface that receives position and force data like 3D-touch requires the stable area setting different from the con- ventional 2D-touch. -
Mobile Supercomputers
EMBEDDED COMPUTING ing. We also anticipate the emergence of relatively simple, disposable devices Mobile that support the pervasive computing infrastructure—for example, sensor network nodes. The requirements of low-end devices Supercomputers are increasing exponentially, and com- puter architectures must adapt to keep Todd Austin, David Blaauw, Scott Mahlke, up. Some elements of high-end devices and Trevor Mudge, University of Michigan are already present in 3G cell phones Chaitali Chakrabarti, Arizona State University from the major manufacturers. High- Wayne Wolf, Princeton University end PDAs also include an amazing range of features, such as networking and cameras. oore’s law has held sway over the past several Current trends in computer decades, with the number architecture and power cannot M of transistors per chip doubling every 18 meet the demands of mobile months. As a result, a fairly inexpen- supercomputing. Significant sive CPU can perform hundreds of millions of operations per second— innovation is required. performance that would have cost mil- lions of dollars two decades ago. We should be proud of our achieve- puters. Rather than worrying solely SUPERCOMPUTING REQUIREMENTS ments and rest on our laurels, right? about performance, with the occa- A mobile supercomputer will employ Unfortunately, no. sional nod to power consumption and natural I/O interfaces to the mobile The human appetite for computation cost, we need to judge computers by user. For example, input could come has grown even faster than the pro- their performance-power-cost product. through a continuous real-time speech- cessing power that Moore’s law pre- This new way of looking at proces- processing component. -
Develop Mobile Applications with Oracle Adf Mobile
ORACLE DATA SHEET Disclaimer: The following is intended to outline our general product direction. It is intended for information purposes only, and may not be incorporated into any contract. It is not a commitment to deliver any material, code, or functionality, and should not be relied upon in making purchasing decision. The development, release, and timing of any features or functionality described for Oracle's products remains at the sole discretion of Oracle. DEVELOP MOBILE APPLI CATIONS WITH ORACLE ADF MOBILE KEY FEATURES AND BENEFITS Oracle JDeveloper 11g R2 enables developers to rapidly develop EXTEND YOUR APPLICATION REACH TO MOBILE DEVICES applications that run on multiple mobile devices. With the powerful THE FUSION WAY. Oracle Application Development Framework (Oracle ADF) Mobile, developers can quickly develop applications for multiple mobile FEATURES • Visual and declarative platforms such as iOS. This simplifies the path forward as mobile development platforms evolve and delivers compelling mobile applications for • Mobile applications for rich, on-device clients for multiple users. mobile platforms such as iOS • Extends the power of Fusion Mobile Enterprise Challenges Middleware to mobile applications Mobile access to enterprise applications is fast becoming a standard part of corporate life. Such applications increase organizational efficiency because mobile BENEFITS devices are more readily at hand than their desktop counterparts. • Develop once, and deploy to many devices and channels However, the speed with which mobile platforms are evolving creates challenges as • Single IDE for mobile and enterprises define their mobile strategies. Smart phones such as iPhone are powerful non-mobile development platforms, but different mobile platforms offers different tools and languages for • Single framework for mobile and desktop enterprise developers. -
The Application of Personal Digital Assistants As Mobile Computing Device on Construction Site
The Application of Personal Digital Assistants as Mobile Computing Device on Construction Site Kenji Kimoto, Kazuyoshi Endo, Satoru Iwashita and Mitsuhiro Fujiwara Konoike Construction Co., Ltd., Research Institute of Technology 1-20-1 Sakura, Tsukuba-Science City, IBARAKI 305-0003, Japan. {kimoto_kj, Iwashita_st, fujiwara_mh}@konoike.co.jp . Kogakuin University, Department of Architecture, 1-24-2 Nishishinjuku, Shinjyuku-ku, TOKYO 163-8677, Japan. [email protected] ABSTRACT: Construction managers need to access the real construction site to manage the construction project. They have recently handled various types of digital information such as drawings, specification, checklists and daily reports. They usually use sheets of paper and/or field notes. As a result, a gap in time and space between the outdoor construction site and the office, which leads to the low efficiency, occurs. This paper reports the application of PDA (Personal Digital Assistants) as mobile computing device for construction managers on construction sites. First, this paper describes the aim and the essential element of the mobile systems. This also shows the analysis of necessary functions as mobile computing device through the discussion with construction managers, and the concept of development of this computer-aided engineering system. Secondly, this paper describes the outline of below subsystems with PDA: Progress Monitoring System, Inspection System and Position Check System. Subsystems have two programs: the data input program in PDA and the output program in PC. Finally, this paper indicates the development of more refined process of construction management with the mobile computing device on construction site. • Progress Monitoring System has been built for construction managers to monitor the progress of works. -
Sustainable Principles of Mobile Computing
Journal of Information Technology & Software Engineering Short communication Sustainable Principles of Mobile Computing Nicholas Furness* Department of Trauma & Orthopaedics, Royal United Hospital Bath NHS Trust, Combe Park, Bath, United Kingdom ABSTRACT Mobile Computing is the advanced and developing computer application that allows voice and video transmission in the form of data through computer or wireless devices without any further linking. Mobile computing has three aspects: mobile communication, mobile hardware, and mobile software. Modern way of mobile computing view as any electronic device that helps you organize your life, communicate with coworkers or friends, or do your job more efficiently is part of mobile computing. Keywords: Mobile computing; Cloud computing; Internet of Things INTRODUCTION • Good battery life. Cloud computing empowered Internet of Things (IoT) • Huge memory capacity. technology has conceptualized the ideology of Industry 4.0. APPLICATIONS Inspired by this, the food industry 4.0 presents a unique concept for determining food quality in real-time. Conspicuously, the current research provides an IoT-based smart framework for Traffic evaluating the food-quality parameters in restaurants and food During traveling in traffic if we require to know road situation, outlets. IoT technology is primarily utilized to gather data that latest news and when if feel more stress in driving then can play can explicitly affect food quality within a food serving music and other important broadcast data are received through environment. This allows us to synthetically generate realistic Digital Audio Broadcasting (DAB). content requests starting from real-world databases of user activities in smart homes [1-3]. Emergencies situation FUTURE OF MOBILE COMPUTING Only Wireless networks work of communication in nature disaster 2 such as earthquakes, tsunami, flood, and fire. -
Arxiv:1809.10387V1 [Cs.CR] 27 Sep 2018 IEEE TRANSACTIONS on SUSTAINABLE COMPUTING, VOL
IEEE TRANSACTIONS ON SUSTAINABLE COMPUTING, VOL. X, NO. X, MONTH YEAR 0 This work has been accepted in IEEE Transactions on Sustainable Computing. DOI: 10.1109/TSUSC.2018.2808455 URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=8299447&isnumber=7742329 IEEE Copyright Notice: c 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. arXiv:1809.10387v1 [cs.CR] 27 Sep 2018 IEEE TRANSACTIONS ON SUSTAINABLE COMPUTING, VOL. X, NO. X, MONTH YEAR 1 Identification of Wearable Devices with Bluetooth Hidayet Aksu, A. Selcuk Uluagac, Senior Member, IEEE, and Elizabeth S. Bentley Abstract With wearable devices such as smartwatches on the rise in the consumer electronics market, securing these wearables is vital. However, the current security mechanisms only focus on validating the user not the device itself. Indeed, wearables can be (1) unauthorized wearable devices with correct credentials accessing valuable systems and networks, (2) passive insiders or outsider wearable devices, or (3) information-leaking wearables devices. Fingerprinting via machine learning can provide necessary cyber threat intelligence to address all these cyber attacks. In this work, we introduce a wearable fingerprinting technique focusing on Bluetooth classic protocol, which is a common protocol used by the wearables and other IoT devices. Specifically, we propose a non-intrusive wearable device identification framework which utilizes 20 different Machine Learning (ML) algorithms in the training phase of the classification process and selects the best performing algorithm for the testing phase. -
Twistin: Tangible Authentication of Smart Devices Via Motion Co-Analysis with a Smartwatch
TwistIn: Tangible Authentication of Smart Devices via Motion Co-analysis with a Smartwatch Ho Man Colman Leung, Chi Wing Fu, Pheng Ann Heng The Chinese University of Hong Kong, Hong Kong Shenzhen Key Laboratory of Virtual Reality and Human Interaction Technology, SIAT, CAS, China Motivation Method Observation: There will be more connected devices in the future with smaller size and limited interface, IoT Units Installed Base by Category 25.00 20.00 15.00 10.00 Business: Vertical-Specific 5.00 Business: Cross-Industry Billions of Units Billions 0.00 Consumer 2016 2017 2018 2020 Source: Gartner (January 2017) 1. The user is wearing an already-authenticated smartwatch 2. A smart device is picked up by the user 3. The user performs the TwistIn gesture simultaneously on both devices 4. The motions of the devices are co-analyzed 5. The smart device is authenticated Bluetooth Tracker, Smart Glasses, Bluetooth Toy, Speaker, 360 Camera but existing methods are ineffective. Challenges People hold the devices differently and each device has its own reference frame. → Optimize a transformation matrix to align two devices’ motion data The data is noisy due to motion of the wrist joint → Filter out the unwanted motion by extracting the forearm rotation using rotation decomposition Android Swipe Pattern, Apple’s TouchID, Amazon Alexa, BB-8 Toy, Apple Watch Unlocking This motivates us to propose a simple gesture that takes a smartwatch as an authentication token for fast access and control of other smart devices. Devices that are stationary or not twisted at the same time should not be co-analyzed Potential Applications → A fast algorithm to prune away candidates having the gestures performed at different times. -
Eff Dmca Jailbreaking Exemptio
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Petition of Electronic Frontier Foundation Submitted by: Electronic Frontier Foundation Mitchell L. Stoltz Corynne McSherry Kit Walsh 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation submits the following petition and respectfully asks the Librarian of Congress to exempt the class of copyrighted works described below from 17 U.S.C. § 1201(a)(1)’s prohibition on the circumvention of access control technologies for 2015-2018: Proposed Class: Computer programs that enable mobile computing devices, such as telephone handsets and tablets, to execute lawfully obtained software, where circumvention is accomplished for the sole purposes of enabling interoperability of such software with computer programs on the device, or removing software from the device.1 I. The Commenting Party The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents thousands of dues-paying members, including consumers, hobbyists, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate protection for copyright owners while facilitating innovation and broad access to information in the digital age. 1 Petitioners expect to further develop the proposed exemption consistent with the principles identified in this petition and the record developed in the course of this proceeding.