Biblio
In the process of crowdsourced testing service, the intellectual property of crowdsourced testing has been faced with problems such as code plagiarism, difficulties in confirming rights and unreliability of data. Blockchain is a decentralized, tamper-proof distributed ledger, which can help solve current problems. This paper proposes an intellectual property right confirmation system oriented to crowdsourced testing services, combined with blockchain, IPFS (Interplanetary file system), digital signature, code similarity detection to realize the confirmation of crowdsourced testing intellectual property. The performance test shows that the system can meet the requirements of normal crowdsourcing business as well as high concurrency situations.
A novel deep neural network is proposed, for accurate and robust crowd counting. Crowd counting is a complex task, as it strongly depends on the deployed camera characteristics and, above all, the scene perspective. Crowd counting is essential in security applications where Internet of Things (IoT) cameras are deployed to help with crowd management tasks. The complexity of a scene varies greatly, and a medium to large scale security system based on IoT cameras must cater for changes in perspective and how people appear from different vantage points. To address this, our deep architecture extracts multi-scale features with a pyramid contextual module to provide long-range contextual information and enlarge the receptive field. Experiments were run on three major crowd counting datasets, to test our proposed method. Results demonstrate our method supersedes the performance of state-of-the-art methods.
Decision making in utilities, municipal, and energy companies depends on accurate and trustworthy weather information and predictions. Recently, crowdsourced personal weather stations (PWS) are being increasingly used to provide a higher spatial and temporal resolution of weather measurements. However, tools and methods to ensure the trustworthiness of the crowdsourced data in real-time are lacking. In this paper, we present a Reputation System for Crowdsourced Rainfall Networks (RSCRN) to assign trust scores to personal weather stations in a region. Using real PWS data from the Weather Underground service in the high flood risk region of Norfolk, Virginia, we evaluate the performance of the proposed RSCRN. The proposed method is able to converge to a confident trust score for a PWS within 10–20 observations after installation. Collectively, the results indicate that the trust score derived from the RSCRN can reflect the collective measure of trustworthiness to the PWS, ensuring both useful and trustworthy data for modeling and decision-making in the future.
Nowadays we are witnessing an unprecedented evolution in how we gather and process information. Technological advances in mobile devices as well as ubiquitous wireless connectivity have brought about new information processing paradigms and opportunities for virtually all kinds of scientific and business activity. These new paradigms rest on three pillars: i) numerous powerful portable devices operated by human intelligence, ubiquitous in space and available, most of the time, ii) unlimited environment sensing capabilities of the devices, and iii) fast networks connecting the devices to Internet information processing platforms and services. These pillars implement the concepts of crowdsourcing and collective intelligence. These concepts describe online services that are based on the massive participation of users and the capabilities of their devices.in order to produce results and information which are "more than the sum of the part". The EU project Privacy Flag relies exactly on these two concepts in order to mobilize roaming citizens to contribute, through crowdsourcing, information about risky applications and dangerous web sites whose processing may produce emergent threat patterns, not evident in the contributed information alone, reelecting a collective intelligence action. Crowdsourcing and collective intelligence, in this context, has numerous advantages, such as raising privacy-awareness among people. In this paper we summarize our work in this project and describe the capabilities and functionalities of the Privacy Flag Platform.
This paper evaluates a new video surveillance platform presented in a previous study, through an abandoned object detection task. The proposed platform has a function of automated detection and alerting, which is still a big challenge for a machine algorithm due to its recall-precision tradeoff problem. To achieve both high recall and high precision simultaneously, a hybrid approach using crowdsourcing after image analysis is proposed. This approach, however, is still not clear about what extent it can improve detection accuracy and raise quicker alerts. In this paper, the experiment is conducted for abandoned object detection, as one of the most common surveillance tasks. The results show that detection accuracy was improved from 50% (without crowdsourcing) to stable 95-100% (with crowdsourcing) by majority vote of 7 crowdworkers for each task. In contrast, alert time issue still remains open to further discussion since at least 7+ minutes are required to get the best performance.
In a wireless system, a signal map shows the signal strength at different locations termed reference points (RPs). As access points (APs) and their transmission power may change over time, keeping an updated signal map is important for applications such as Wi-Fi optimization and indoor localization. Traditionally, the signal map is obtained by a full site survey, which is time-consuming and costly. We address in this paper how to efficiently update a signal map given sparse samples randomly crowdsourced in the space (e.g., by signal monitors, explicit human input, or implicit user participation). We propose Compressive Signal Reconstruction (CSR), a novel learning system employing Bayesian compressive sensing (BCS) for online signal map update. CSR does not rely on any path loss model or line of sight, and is generic enough to serve as a plug-in of any wireless system. Besides signal map update, CSR also computes the estimation error of signals in terms of confidence interval. CSR models the signal correlation with a kernel function. Using it, CSR constructs a sensing matrix based on the newly sampled signals. The sensing matrix is then used to compute the signal change at all the RPs with any BCS algorithm. We have conducted extensive experiments on CSR in our university campus. Our results show that CSR outperforms other state-of-the-art algorithms by a wide margin (reducing signal error by about 30% and sampling points by 20%).
Energy use of buildings represents roughly 40% of the overall energy consumption. Most of the national agendas contain goals related to reducing the energy consumption and carbon footprint. Timely and accurate fault detection and diagnosis (FDD) in building management systems (BMS) have the potential to reduce energy consumption cost by approximately 15-30%. Most of the FDD methods are data-based, meaning that their performance is tightly linked to the quality and availability of relevant data. Based on our experience, faults and relevant events data is very sparse and inadequate, mostly because of the lack of will and incentive for those that would need to keep track of faults. In this paper we introduce the idea of using crowdsourcing to support FDD data collection processes, and illustrate our idea through a mobile application that has been implemented for this purpose. Furthermore, we propose a strategy of how to successfully deploy this building occupants' crowdsourcing application.
One of the main concerns for smartphone users is the quality of apps they download. Before installing any app from the market, users first check its rating and reviews. However, these ratings are not computed by experts and most times are not associated with malicious behavior. In this work, we present an IDS/rating system based on a game theoretic model with crowdsourcing. Our results show that, with minor control over the error in categorizing users and the fraction of experts in the crowd, our system provides proper ratings while flagging all malicious apps.
Organisers of large-scale crowdsourcing initiatives need to consider how to produce outcomes with their projects, but also how to build volunteer capacity. The initial project experience of contributors plays an important role in this, particularly when the contribution process requires some degree of expertise. We propose three analytical dimensions to assess first-time contributor engagement based on readily available public data: cohort analysis, task analysis, and observation of contributor performance. We apply these to a large-scale study of remote mapping activities coordinated by the Humanitarian OpenStreetMap Team, a global volunteer effort with thousands of contributors. Our study shows that different coordination practices can have a marked impact on contributor retention, and that complex task designs can be a deterrent for certain contributor groups. We close by providing recommendations about how to build and sustain volunteer capacity in these and comparable crowdsourcing systems.
Crowdsourcing is an unique and practical approach to obtain personalized data and content. Its impact is especially significant in providing commentary, reviews and metadata, on a variety of location based services. In this study, we examine reliability of the Waze mapping service, and its vulnerability to a variety of location-based attacks. Our goals are to understand the severity of the problem, shed light on the general problem of location and device authentication, and explore the efficacy of potential defenses. Our preliminary results already show that a single attacker with limited resources can cause havoc on Waze, producing ``virtual'' congestion and accidents, automatically re-routing user traffic, and compromising user privacy by tracking users' precise movements via software while staying undetected. To defend against these attacks, we propose a proximity-based Sybil detection method to filter out malicious devices.
Garbage is an endemic problem in developing cities due to the continual influx of migrants from rural areas coupled with deficient municipal capacity planning. In cities like Dhaka, open waste dumps contribute to the prevalence of disease, environmental contamination, catastrophic flooding, and deadly fires. Recent interest in the garbage problem has prompted cursory proposals to introduce technology solutions for mapping and fundraising. Yet, the role of technology and its potential benefits are unexplored in this large-scale problem. In this paper, we contribute to the understanding of the waste ecology in Dhaka and how the various actors acquire, perform, negotiate, and coordinate their roles. Within this context, we explore design opportunities for using computing technologies to support collaboration between waste pickers and residents of these communities. We find opportunities in the presence of technology and the absence of mechanisms to facilitate coordination of community funding and crowd work.
Computing systems today have a large number of security configuration settings that enforce security properties. However, vulnerabilities and incorrect configuration increase the potential for attacks. Provable verification and simulation tools have been introduced to eliminate configuration conflicts and weaknesses, which can increase system robustness against attacks. Most of these tools require special knowledge in formal methods and precise specification for requirements in special languages, in addition to their excessive need for computing resources. Video games have been utilized by researchers to make educational software more attractive and engaging. Publishing these games for crowdsourcing can also stimulate competition between players and increase the game educational value. In this paper we introduce a game interface, called NetMaze, that represents the network configuration verification problem as a video game and allows for attack analysis. We aim to make the security analysis and hardening usable and accurately achievable, using the power of video games and the wisdom of crowdsourcing. Players can easily discover weaknesses in network configuration and investigate new attack scenarios. In addition, the gameplay scenarios can also be used to analyze and learn attack attribution considering human factors. In this paper, we present a provable mapping from the network configuration to 3D game objects.