Abstract: In this paper, we survey the current state-of-the-art in middleware and systems for Wireless Sensor Networks (WSN). We provide a discussion on the definition of WSN middleware, design issues associated with it, and the taxonomies commonly used to categorize it. We also present a categorization of a number of such middleware platforms, using middleware functionalities and challenges which we think will play a crucial role in developing software for WSN in the near future. Finally, we provide a short discussion on WSN middleware trends.
Abstract: Consider a network vulnerable to viral infection. The system security software can guarantee
safety only to a limited part of the network. Such limitations result from economy costs or processing
costs. The problem raised is to which part of the network the security software should
be installed, so that to secure as much as possible the network. We model this practical network
scenario as a non-cooperative multi-player game on a graph, with two kinds of players, a set
of attackers and a protector player, representing the viruses and the system security software,
respectively. Each attacker player chooses a node of the graph (or a set of them, via a probability
distribution) to infect. The protector player chooses independently, in a basic case of the
problem, a simple path or an edge of the graph (or a set of them, via a probability distribution)
and cleans this part of the network from attackers. Each attacker wishes to maximize the probability
of escaping its cleaning by the protector. In contrast, the protector aims at maximizing
the expected number of cleaned attackers. We call the two games obtained from the two basic
cases considered, as the Path and the Edge model, respectively. For these two games, we are
interested in the associated Nash equilibria, where no network entity can unilaterally improve
its local objective. We obtain the following results:
• The problem of existence of a pure Nash equilibrium is NP-complete for the Path model.
This opposed to that, no instance of the Edge model possesses a pure Nash equilibrium,
proved in [7].
• In [7] a characterization of mixed Nash equilibria for the Edge model is provided. However,
that characterization only implies an exponential time algorithm for the general case.
Here, combining it with clever exploration of properties of various practical families of
graphs, we compute, in polynomial time, mixed Nash equilibria on corresponding graph
instances. These graph families include, regular graphs, graphs that can be decomposed, in
polynomially time, into vertex disjoint r-regular subgraphs, graphs with perfect matchings
and trees.
• We utilize the notion of social cost [6] for measuring system performance on such scenario;
here is defined to be the utility of the protector. We prove that the corresponding Price of
Anarchy in any mixed Nash equilibria of the game is upper and lower bounded by a linear
function of the number of vertices of the graph.
Abstract: Consider a network vulnerable to viral infection, where the security software can guarantee safety only to a limited part of it. We model this practical network scenario as a non-cooperative multi-player game on a graph, with two kinds of players, a set of attackers and a protector player, representing the viruses and the system security software, respectively. We are interested in the associated Nash equilibria, where no network entity can unilaterally improve its local objective. We obtain the following results: for certain families of graphs, mixed Nash equilibria can be computed in polynomially time. These families include, among others, regular graphs, graphs with perfect matchings and trees. The corresponding price of anarchy for any mixed Nash equilibria of the game is upper and lower bounded by a linear function of the number of vertices of the graph. (We define the price of anarchy to reflect the utility of the protector). Finally, we introduce a generalised version of the game. We show that the existence problem of pure Nash equilibria here is NP complete.
Abstract: In this work we present the architecture and implementation of WebDust, a software platform for managing multiple, heterogeneous (both in terms of software and hardware), geographically disparate sensor networks. We describe in detail the main concepts behind its design, and basic aspects of its implementation, including the services provided to end-users and developers. WebDust uses a peer-to-peer substrate, based on JXTA, in order to unify multiple sensor networks installed in various geographic areas. We aim at providing a software framework that will permit developers to deal with the new and critical aspects that networks of sensors and tiny devices bring into global computing, and to provide a coherent set of high level services, design rules and technical recommendations, in order to be able to develop the envisioned applications of global sensor networks. Furthermore, we give an overview of a deployed distributed testbed, consisting of a total 56 nodes and describing in more detail two specific testbed sites and the integration of the related software and hardware technologies used for its operation with our platform. Finally, we describe the design and implementation of an interface option provided to end-users, based on the popular Google Earth application.
Abstract: One frequently employed way of propagation exploited by worms is through the victim¢s contact book. The contact book, which reflects the acquaintance profiles of people, is used as a “hit-list”, to which the worm can send itself in order to spread fast. In this paper we propose a discrete worm propagation model that relies upon a combined email and Instant Messaging (IM) communication behaviour of users. We also model user reaction against infected email as well as the rate at which antivirus software is installed. User acquaintance is perceived as a “network” connecting users based on their contact book links. We then propose a worm propagation formulation based on a token propagation algorithm, further analyzed with a use of a system of continuous differential equations, as dictated by Wormald¢s theorem on approximating “well-behaving” random processes with deterministic functions.
Abstract: We introduce a new modelling assumption for wireless sensor networks, that of node redeployment (addition of sensor devices during protocol evolution) and we extend the modelling assumption of heterogeneity (having sensor devices of various types). These two features further increase the highly dynamic nature of such networks and adaptation becomes a powerful technique for protocol design. Under these modelling assumptions, we design, implement and evaluate a new power conservation scheme for efficient data propagation. Our scheme is adaptive: it locally monitors the network conditions (density, energy) and accordingly adjusts the sleep-awake schedules of the nodes towards improved operation choices. The scheme is simple, distributed and does not require exchange of control messages between nodes.
Implementing our protocol in software we combine it with two well-known data propagation protocols and evaluate the achieved performance through a detailed simulation study using our extended version of the network simulator ns-2. We focus on highly dynamic scenarios with respect to network density, traffic conditions and sensor node resources. We propose a new general and parameterized metric capturing the trade-offs between delivery rate, energy efficiency and latency. The simulation findings demonstrate significant gains (such as more than doubling the success rate of the well-known Directed Diffusion propagation protocol) and good trade-offs achieved. Furthermore, the redeployment of additional sensors during network evolution and/or the heterogeneous deployment of sensors, drastically improve (when compared to ``equal total power" simultaneous deployment of identical sensors at the start) the protocol performance (i.e. the success rate increases up to four times} while reducing energy dissipation and, interestingly, keeping latency low).
Abstract: Wireless sensor networks are comprised of a vast number of
ultra-small autonomous computing, communication and sensing devices,
with restricted energy and computing capabilities, that co-operate
to accomplish a large sensing task. Such networks can be very useful
in practice, e.g.~in the local monitoring of ambient conditions and
reporting them to a control center. In this paper we propose a
distributed group key establishment protocol that uses mobile agents
(software) and is particularly suitable for energy constrained,
dynamically evolving ad-hoc networks. Our approach totally avoids
the construction and the maintenance of a distributed structure that
reflects the topology of the network. Moreover, it trades-off
complex message exchanges by performing some amount of additional
local computations in order to be applicable at dense and dynamic
sensor networks. The extra computations are simple for the devices
to implement and are evenly distributed across the participants of
the network leading to good energy balance. We evaluate the
performance of our protocol in a simulated environment and compare
our results with existing group key establishment protocols. The
security of the protocol is based on the Diffie-Hellman problem and
we used in our experiments its elliptic curve analog. Our findings
basically indicate the feasibility of implementing our protocol in
real sensor network devices and highlight the advantages and
disadvantages of each approach given the available technology and
the corresponding efficiency (energy, time) criteria.
Abstract: The use of Augmented Reality (AR) technologies is currently being investigated in numerous and diverse application domains. In this work, we discuss the ways in which we are integrating AR into educational in-class activities for the GAIA project, aiming to enhance existing tools that target behavioral changes towards energy efficiency in schools. We combine real-time IoT data from a sensing infrastructure inside a fleet of school buildings with AR software running on tablets and smartphones, as companions to a set of educational lab activities aimed at promoting energy awareness in a STEM context. We also utilize this software as a means to ease access to IoT data and simplify device maintenance. We report on the design and current status of our implementation, describing functionality in the context of our target applications, while also relaying our experiences from the use of such technologies in this application domain.
Abstract: A new model for intrusion and its propagation through various attack
schemes in networks is considered. The model is characterized by the number of
network nodes n, and two parameters f and g. Parameter f represents the probability
of failure of an attack to a node and is a gross measure of the level of security of
the attacked system and perhaps of the intruder¢s skills; g represents a limit on
the number of attacks that the intrusion software can ever try, due to the danger
of being discovered, when it issues them from a particular (broken) network node.
The success of the attack scheme is characterized by two factors: the number of
nodes captured (the spread factor) and the number of virtual links that a defense
mechanism has to trace from any node where the attack is active to the origin of
the intrusion (the traceability factor). The goal of an intruder is to maximize both
factors. In our model we present four different ways (attack schemes) by which an
intruder can organize his attacks. Using analytic and experimental methods, we first
show that for any 0 < f < 1, there exists a constant g for which any of our attack
schemes can achieve a {\`E}(n) spread and traceability factor with high probability,
given sufficient propagation time. We also show for three of our attack schemes
that the spread and the traceability factors are, with high probability, linearly related
during the whole duration of the attack propagation. This implies that it will not be
easy for a detection mechanism to trace the origin of the intrusion, since it will have
to trace a number of links proportional to the nodes captured.
Abstract: A new model for intrusion and its propagation through various attack
schemes in networks is considered. The model is characterized by the number of
network nodes n, and two parameters f and g. Parameter f represents the probability
of failure of an attack to a node and is a gross measure of the level of security of
the attacked system and perhaps of the intruder¢s skills; g represents a limit on
the number of attacks that the intrusion software can ever try, due to the danger
of being discovered, when it issues them from a particular (broken) network node.
The success of the attack scheme is characterized by two factors: the number of
nodes captured (the spread factor) and the number of virtual links that a defense
mechanism has to trace from any node where the attack is active to the origin of
the intrusion (the traceability factor). The goal of an intruder is to maximize both
factors. In our model we present four different ways (attack schemes) by which an
intruder can organize his attacks. Using analytic and experimental methods, we first
show that for any 0 < f < 1, there exists a constant g for which any of our attack
schemes can achieve a (n) spread and traceability factor with high probability,
given sufficient propagation time. We also show for three of our attack schemes
that the spread and the traceability factors are, with high probability, linearly related
during the whole duration of the attack propagation. This implies that it will not be
easy for a detection mechanism to trace the origin of the intrusion, since it will have
to trace a number of links proportional to the nodes captured.
Abstract: In this work we present a platform-agnostic framework for intergrating heterogeneous Smart Objects in the Web of Things. Our framework, consists of 4 different hardware platforms, Arduino, SunSPOT, TelosB, iSense. These hardware platforms are the most representative ones, as used by the relevant research community. A first contribution of our work is a careful description of the necessary steps to make such a heterogeneous network interoperate and the implementation of a network stack, in the form of a software library, named mkSense, which enables their intercommunication. Moreover, we describe the design and implementation of software library which can be used for building “intelligent software” for the Web of Things.
Abstract: This paper presents ongoing work on using data mining clustering to support the evaluation of software
systems' maintainability. As input for our analysis we employ software measurement data extracted from
Java source code. We propose a two-steps clustering process which facilitates the assessment of a system's
maintainability at rst, and subsequently an in-cluster analysis in order to study the evolution of each
cluster as the system's versions pass by. The process is evaluated on Apache Geronimo, a J2EE 1.4 open
source Application Server. The evaluation involves analyzing several versions of this software system in
order to assess its evolution and maintainability over time. The paper concludes with directions for future
work.
Abstract: This work proposes a methodology for source code quality and static behaviour evaluation of a software
system, based on the standard ISO/IEC-9126. It uses elements automatically derived from source code
enhanced with expert knowledge, in the form of quality characteristic rankings, allowing software
engineers to assign weights to source code attributes. It is flexible in terms of the set of metrics and
source code attributes employed, even in terms of the ISO/IEC-9126 characteristics to be assessed. We
applied the methodology to two case studies, involving five open source and one proprietary system.
Results demonstrated that the methodology can capture software quality trends and express expert
perceptions concerning system quality in a quantitative and systematic manner
Abstract: Clustering is an important research topic for wireless sensor
networks (WSNs). A large variety of approaches has been
presented focusing on dierent performance metrics. Even
though all of them have many practical applications, an ex-
tremely limited number of software implementations is avail-
able to the research community. Furthermore, these very few
techniques are implemented for specic WSN systems or are
integrated in complex applications. Thus it is very difficult
to comparatively study their performance and almost impos-
sible to reuse them in future applications under a dierent
scope. In this work we study a large body of well estab-
lished algorithms. We identify their main building blocks
and propose a component-based architecture for developing
clustering algorithms that (a) promotes exchangeability of
algorithms thus enabling the fast prototyping of new ap-
proaches, (b) allows cross-layer implementations to realize
complex applications, (c) oers a common platform to com-
paratively study the performance of dierent approaches,
(d) is hardware and OS independent. We implement 5 well
known algorithms and discuss how to implement 11 more.
We conduct an extended simulation study to demonstrate
the faithfulness of our implementations when compared to
the original implementations. Our simulations are at very
large scale thus also demonstrating the scalability of the
original algorithms beyond their original presentations. We
also conduct experiments to assess their practicality in real
WSNs. We demonstrate how the implemented clustering
algorithms can be combined with routing and group key es-
tablishment algorithms to construct WSN applications. Our
study clearly demonstrates the applicability of our approach
and the benets it oers to both research & development
communities.
Abstract: In this work, we expanded the Arduino's
capabilities by adding an 802.15.4 wireless module, in order to
expose its functionality as a Web of Things node. The second
contribution of our work is a careful description of the necessary
steps to make a heterogeneous network interoperate and the
implementation of a network stack for the 4 most representative
hardware platforms, as used by the relevant research community
(Arduino, SunSPOT, TelosB, iSense), in the form of a software
library, named mkSense, which enables their
intercommunication. Moreover, we describe the design and
implementation of a software library which can be used for
building “intelligent software” for the Web of Things.
Abstract: The Greek School Network (GSN) is the nationwide network that connects all units of primary and secondary education in Greece. GSN offers a significant set of diverse services to more than 15.000 schools and administrative units, and more than 60.000 teachers, placing GSN second in infrastructure size nationwide. GSN has relied on the emerging power of open source software to build cutting-edge services capable of covering internal administrative and monitoring needs, end user demands, and, foremost, modern pedagogical requirements for tools and services. GSN provides a wide set of advanced services, varying from web mail to virtual classrooms and synchronous/asynchronous tele-education. This paper presents an evaluation of GSN open source services based on the opinions of users who use GSN for educational purposes, and on usage and traffic measurement statistics. The paper reaches the conclusion that open source software provides a sound technological platform that meets the needs for cutting edge educational services deployment, and innovative, competitive software production for educational networks.
Abstract: Evaluating target tracking protocols for wireless sensor networks that can localize multiple mobile devices, can be a very challenging task. Such protocols usually aim at minimizing communication overhead, data processing for the participating nodes, as well as delivering adequate tracking information of the mobile targets in a timely manner. Simulations on such protocols are performed using theoretical models that are based on unrealistic assumptions like the unit disk graph communication model, ideal network localization and perfect distance estimations. With these assumptions taken for granted, theoretical models claim various performance milestones that cannot be achieved in realistic conditions. In this paper we design a new localization protocol, where mobile assets can be tracked passively via software agents. We address the issues that hinder its performance due to the real environment conditions and provide a deployable protocol. The implementation, integration and experimentation of this new protocol and it's optimizations, were performed using the WISEBED framework. We apply our protocol in multiple indoors wireless sensor testbeds with multiple experimental scenarios to showcase scalability and trade-offs between network properties and configurable protocol parameters. By analysis of the real world experimental output, we present results that depict a more realistic view of the target tracking problem, regarding power consumption and the quality of tracking information. Finally we also conduct some very focused simulations to assess the scalability of our protocol in very large networks and multiple mobile assets.
Abstract: In this survey, we describe the state of the art for research on experimentally-driven research on networks of tiny artifacts. The main topics are existing and planned practical testbeds, software simulations, and hybrid approaches; in addition, we describe a number of current studies undertaken by the authors.
Abstract: This work is an attempt to present and describe the design and implementation of a system for the cooperative multiplayer control of gaming and entertainment-related software, based on the use of mobile devices with wireless networking capabilities. We are currently using wireless sensor networking devices as the enabling platform, and our prototype application is based on Google Earth�s integrated flight simulator.
Abstract: Raising awareness among young people, and especially students, on the relevance of behavior change for achieving energy savings is increasingly being considered as a key enabler towards long-term and cost-effective energy efficiency policies. However, the way to successfully apply educational interventions focused on such targets inside schools is still an open question. In this paper, we present our approach for enabling IoT-based energy savings and sustainability awareness lectures and promoting data-driven energy-saving behaviors focused on a high school audience. We present our experiences toward the successful application of sets of educational tools and software over a real-world Internet of Things (IoT) deployment. We discuss the use of gamification and competition as a very effective end-user engagement mechanism for school audiences. We also present the design of an IoT-based hands-on lab activity, integrated within a high school computer science curriculum utilizing IoT devices and data produced inside the school building, along with the Node-RED platform. We describe the tools used, the organization of the educational activities and related goals. We report on the experience carried out in both directions in a high school in Italy and conclude by discussing the results in terms of achieved energy savings within an observation period.
Abstract: We present key aspects (hardware, software, topology, networking) of SenseWall, an experimental sensor network test-bed we have created for the implementation and engineering of distributed sensor network algorithms. We then describe how SenseWall has been in particular used to implement two recent state of the art algorithms for energy balanced sensor data propagation. We elaborate on the issues and challenges created by the restrictions and particularities of the experimental test-bed and how we dealt with them. We also carry out a detailed performance evaluation comparing the energy balance protocols to two baseline protocols that include only either single hop or direct data transmissions.
Abstract: Distributed algorithm designers often assume that system processes execute the same predefined software. Alternatively, when they do not assume that, designers turn to non-cooperative games and seek an outcome that corresponds to a rough consensus when no coordination is allowed. We argue that both assumptions are inapplicable in many real distributed systems, e.g., the Internet, and propose designing self-stabilizing and Byzantine fault-tolerant distributed game authorities. Once established, the game authority can secure the execution of any complete information game. As a result, we reduce costs that are due to the processes¢ freedom of choice. Namely, we reduce the price of malice.
Abstract: The technological as well as software advances in
microelectronics and embedded component design have led to the
development of low cost, small-sized devices capable of forming
wireless, ad-hoc networks and sensing a number of qualities of
their environment, while performing computations that depend
on the sensed qualities as well as information received by their
peers. These sensor networks rely on the collective power of
the separate devices as well as their computational and sensing
capabilities to understand "global" environmental states through
locally sampled information and local sensor interactions. Due
to the locality of the sensor networks, that naturally arises due
to the locality of their communications capabilities, a number
of interesting connections exist between these networks and
geometrical concepts and problems. In this paper we study two
simple problems that pertain to the formation of low power
and low interference communication patterns in fixed topology
sensor networks. We study the problem of using multihop
communication links instead of direct ones as well as the problem
of forming a communication ring of sensor networks so as to
reduce power consumption as well as interference from other
nodes. Our focus is on the connection between sensor networks
and geometrical concepts, rather than on practicality, so as to
highlight their interrelationship.
Abstract: A fundamental approach in finding efficiently best routes or optimal itineraries in traffic information
systems is to reduce the search space (part of graph visited) of the most commonly used
shortest path routine (Dijkstra¢s algorithm) on a suitably defined graph. We investigate reduction
of the search space while simultaneously retaining data structures, created during a preprocessing
phase, of size linear (i.e., optimal) to the size of the graph. We show that the search space of
Dijkstra¢s algorithm can be significantly reduced by extracting geometric information from a given
layout of the graph and by encapsulating precomputed shortest-path information in resulted geometric
objects (containers). We present an extensive experimental study comparing the impact of
different types of geometric containers using test data from real-world traffic networks. We also
present new algorithms as well as an empirical study for the dynamic case of this problem, where
edge weights are subject to change and the geometric containers have to be updated and show that
our new methods are two to three times faster than recomputing everything from scratch. Finally,
in an appendix, we discuss the software framework that we developed to realize the implementations
of all of our variants of Dijkstra¢s algorithm. Such a framework is not trivial to achieve as our
goal was to maintain a common code base that is, at the same time, small, efficient, and flexible,
as we wanted to enhance and combine several variants in any possible way.
Abstract: Dynamic graph algorithms have been extensively studied in the last two
decades due to their wide applicabilityin manycon texts. Recently, several
implementations and experimental studies have been conducted investigating
the practical merits of fundamental techniques and algorithms. In most
cases, these algorithms required sophisticated engineering and fine-tuning
to be turned into efficient implementations. In this paper, we surveysev -
eral implementations along with their experimental studies for dynamic
problems on undirected and directed graphs. The former case includes
dynamic connectivity, dynamic minimum spanning trees, and the sparsification
technique. The latter case includes dynamic transitive closure and
dynamic shortest paths. We also discuss the design and implementation of
a software libraryfor dynamic graph algorithms.
Abstract: In this work we discuss Fun in Numbers, a software platform for implementing multiplayer games and interactive installations, that are based on the use of ad hoc mobile sensing devices. We utilize a detailed log of a three-day long public showcase as a basis to discuss the implementation issues related to a set of games and installations, which are examples of this unique category of applications, utilizing a blend of technologies. We discuss their fundamental concepts and features, also arguing that they have many aspects and potential uses. The architecture of the platform and implementation details are highlighted in this work, along with detailed descriptions of the protocols used. Our experiments shed light on a number of key issues, such as network scaling and real-time performance, and we provide experiments regarding cross-layer software issues. We additionally provide data showing that such games and installations can be efficiently supported by our platform, with as many as 50 concurrent players in the same physical space. These results are backed up by a user evaluation study from a large sample of 136 visitors, which shows that such applications can be seriously fun.
Abstract: Wireless sensor networks can be very useful in applications that require the detection of crucial events, in physical environments subjected to critical conditions, and the propagation of data reporting their realization to a control center. In this paper we propose jWebDust, a generic and modular application environment for developing and managing applications that are based on wireless sensor networks. Our software architecture provides a range of services that allow to create customized applications with minimum implementation effort that are easy to administrate. We move beyond the ?networking-centric? view of sensor network research and focus on how the end user (administrator, control center supervisor, etc.) will visualize and interact with the system.
We here present its open architecture, the most important design decisions, and discuss its distinct features and functionalities. jWebDust allows heterogeneous components to interoperate (real world sensor networks will rarely be homogeneous) and allows the integrated management and control of multiple such networks by also defining web-based mechanisms to visualize the network state, the results of queries, and a means to inject queries in the network. The architecture also illustrates how existing protocols for various services can interoperate in a bigger framework - such as the tree construction, query routing, etc.
Abstract: Abstract— Numerous smart city testbeds and system deployments have surfaced around the world, aiming to provide services over unified large heterogeneous IoT infrastructures. Although we have achieved new scales in smart city installations and systems, so far the focus has been to provide diverse sources of data to smart city services consumers, while neglecting to provide ways to simplify making good use of them. We believe that knowledge creation in smart cities through data annotation, supported in both an automated and a crowdsourced manner, is an aspect that will bring additional value to smart cities. We present here our approach, aiming to utilize an existing smart city deployment and the OrganiCity software ecosystem. We discuss key challenges along with characteristic use cases, and report on our design and implementation, along with preliminary results.
Abstract: Typical sensor nodes are resource constrained devices containing user level applications, operating system components, and device drivers in a single address space, with no form of memory protection. A malicious user could easily capture a node and tamper the applications running, in order to perform different types of attacks. In this paper, we propose a remote live forensics protection architecture that prevents the execution of tampered software while alarming the owners of the sensors network. Using sandboxing to restrict application memory accesses within the address space and forensic techniques to validate the authenticity of the running applications we prevent malicious code from being executed while specifying the intrusion.
Abstract: In this paper we examine the problem of searching for some information item in the nodes of a fully
interconnected computer network, where each node contains information relevant to some topic
as well as links to other network nodes that also contain information, not necessarily related to
locally kept information. These links are used to facilitate the Internet users and mobile software
agents that try to locate specific pieces of information. However, the links do not necessarily point
to nodes containing information of interest to the user or relevant to the aims of the mobile agent.
Thus an element of uncertainty is introduced. For example, when an Internet user or some search
agent lands on a particular network node, they see a set of links that point to information that is,
supposedly, relevant to the current search. Therefore, we can assume that a link points to relevant
information with some unknown probability p that, in general, is related to the number of nodes
in the network (intuitively, as the network grows, this probability tends to zero since adding more
nodes to the network renders some extant links less accurate or obsolete). Consequently, since there
is uncertainty as to whether the links contained in a node?s Web page are correct or not, a search
algorithm cannot rely on following the links systematically since it may end up spending too much
time visiting nodes that contain irrelevant information. In this work, we will describe and analyze
a search algorithm that is only allowed to transfer a fixed amount of memory along communication
links as it visits the network nodes. The algorithm is, however, allowed to use one bit of memory at
each node as an ?already visited? flag. In this way the algorithm has its memory distributed to the
network nodes, avoiding overloading the network links as it moves from node to node searching for
the information. We work on fully interconnected networks for simplicity reasons and, moreover,
because according to some recent experimental evidence, such networks can be considered to be a
good approximation of the current structure of the World Wide Web.
Abstract: Internet of Things technologies are considered the next big
step in Smart Building installations. Although such technologies have
been widely studied in simulation and experimental scenarios it is not so
obvious how problems of real world installations should be dealt with. In
this work we deploy IoT devices for sensing and control in a multi-office
space and employ technologies such as CoAP, RESTful interfaces and
Semantic Descriptions to integrate them with the Web. We report our
research goals, the challenges we faced, the decisions we made and the
experience gained from the design, deployment and operation of all the
hardware and software components that compose our system.
Abstract: MINERVA1 is a novel approach towards P2P Web search
that connects an a-priori unlimited number of peers, each of which maintains
a personal local database and a local search facility. Each peer posts
a small amount of metadata to a physically distributed directory layered
on top of a DHT-based overlay network that is used to efficiently select
promising peers from across the peer population that can best locally execute
a query. This paper proposes a live demonstration of MINERVA,
showcasing the full information lifecycle: crawling web pages, disseminating
metadata to a distributed directory, and executing queries online. We
additionally invite all visitors to instantly join the network by executing
a small piece of software.
Abstract: With a rapidly aging population, the health-care community will
soon face a severe medical personnel shortage. It is imperative that automated
health monitoring technologies be developed to help meet this
shortage. In this direction, we are developing Ayushman, a health monitoring
infrastructure and testbed. The vision behind its development
is two-fold: first, to develop a wireless sensor-based automated health
monitoring system that can be used in diverse situations, from homebased
care, to disaster situations, without much customization; second,
to provide a testbed for implementing and testing communication protocols
and systems. Ayushman provides a collection of services which
enables it to perform this dual role. It possess a hierarchical cluster
topology which provides a fault-tolerant and reliable system by ensuring
that each tier in the hierarchy is self-contained and can survive on its
own in case of network partition. Ayushman is being implemented using
off-the-shelf and diverse hardware and software components, which
presents many challenges in system integration and operational reliability.
This is an ongoing project at the IMPACT lab at Arizona State
University1, and in this paper, we present our system¢s architecture and
some of our experiences in the development of its initial prototype.
Abstract: Distributed algorithm designers often assume that system processes execute the same predefined software. Alternatively, when they do not assume that, designers turn to non-cooperative games and seek an outcome that corresponds to a rough consensus when no coordination is allowed. We argue that both assumptions are inapplicable in many real distributed systems, e.g., the Internet, and propose designing self-stabilizing and Byzantine fault-tolerant distributed game authorities. Once established, the game authority can secure the execution of any complete information game. As a result, we reduce costs that are due to the processes¢ freedom of choice. Namely, we reduce the price of malice.
Abstract: In this paper we present the design of jWebDust, a generic and modular application environment for developing and managing applications based on wireless sensor networks that are accessible via the internet. Our software architecture provides a range of services that allow to create customized web-based applications with minimum implementation effort that are easy to administrate. We here present its open architecture, the most important design decisions, and discuss its distinct features and functionalities. jWebDust allows heterogeneous components to interoperate and the integrated management and control of multiple such networks by defining web-based mechanisms to visualize the network state, the results of queries, and a means to inject queries in the network.
Abstract: In this work we present the design of jWebDust, a
software environment for monitoring and controlling sensor networks via a web interface. Our software architecture provides a range of services that allow to create customized applications with minimum implementation effort that are easy to administrate. We present its open architecture, the most important design decisions, and discuss its distinct features and functionalities. jWebDust will allow heterogeneous components to operate in the same sensor network, and the integrated management and control of multiple such networks by defining web-based mechanisms to visualize the network state, the results of queries, and a means to inject queries in the network.
Abstract: The Greek School Network (GSN) is a closed nationwide
educational network that offers advanced telematic and
networking services to all primary/secondary education schools
and administration offices in Greece. The primary objective of
GSN is the provisioning of a network infrastructure for the interconnection
of school PC laboratories so that modern educational
methods and pedagogical models can be applied to the school
community. GSN has scaled in size, has reached maturity, and
is currently delivering a wide range of network and telematic
services to its users. The emerging power of open-source software
provides a sound technological basis for building cutting-edge
services, capable of meeting internal administrative and monitoring
needs, and modern pedagogical requirements for tools and
services. The current paper presents an overview of GSN and an
evaluation of its services based on the opinions of its users, and on
service utilization and traffic measurement statistics. The paper
reaches the conclusion that open-source solutions provide a sound
technological platform that can cover, to a great extent, the needs
for advanced educational services of the school community.
Abstract: We consider a security problem on a distributed network.
We assume a network whose nodes are vulnerable to infection
by threats (e.g. viruses), the attackers. A system security
software, the defender, is available in the system. However,
due to the network¢s size, economic and performance reasons,
it is capable to provide safety, i.e. clean nodes from
the possible presence of attackers, only to a limited part of
it. The objective of the defender is to place itself in such a
way as to maximize the number of attackers caught, while
each attacker aims not to be caught.
In [7], a basic case of this problem was modeled as a
non-cooperative game, called the Edge model. There, the
defender could protect a single link of the network. Here,
we consider a more general case of the problem where the
defender is able to scan and protect a set of k links of the
network, which we call the Tuple model. It is natural to expect
that this increased power of the defender should result
in a better quality of protection for the network. Ideally,
this would be achieved at little expense on the existence and
complexity of Nash equilibria (profiles where no entity can
improve its local objective unilaterally by switching placements
on the network).
In this paper we study pure and mixed Nash equilibria
in the model. In particular, we propose algorithms for computing
such equilibria in polynomial time and we provide a
polynomial-time transformation of a special class of Nash
equilibria, called matching equilibria, between the Edge
model and the Tuple model, and vice versa. Finally, we
establish that the increased power of the defender results in
higher-quality protection of the network.
Abstract: For the Internet of Things to finally become a reality, obstacles on different levels need to be overcome. This is especially true for the upcoming challenge of leaving the domain of technical experts and scientists. Devices need to connect to the Internet and be able to offer services. They have to announce and describe these services in machine understandable ways so that user-facing systems are able to find and utilize them. They have to learn about their physical surroundings, so that they can serve sensing or acting purposes without explicit configuration or programming. Finally, it must be possible to include IoT devices in complex systems that combine local and remote data, from different sources, in novel and surprising ways.
We show how all of that is possible today. Our solution uses open standards and state-of-the art protocols to achieve this. It is based on 6LowPAN and CoAP for the communications part, semantic web technologies for meaningful data exchange, autonomous sensor correlation to learn about the environment, and software built around the Linked Data principles to be open for novel and unforeseen applications.
Abstract: Recent activity in the field of Internet-of-Things experimentation has focused on the federation of discrete testbeds, thus placing less effort in the integration of other related technologies, such as smartphones; also, while it is gradually moving to more application-oriented paths, such as urban settings, it has not dealt in large with applications having social networking features. We argue here that current IoT infrastructure, testbeds and related software technologies should be used in such a context, capturing real-world human mobility and social networking interactions, for use in evaluating and fine-tuning realistic mobility models and designing human-centric applications. We discuss a system for producing traces for a new generation of human-centric applications, utilizing technologies such as Bluetooth and focusing on human interactions. We describe the architecture for this system and the respective implementation details presenting two distinct deployments; one in an office environment and another in an exhibition/conference event (FET'11, The European Future Technologies Conference and Exhibition) with 103 active participants combined, thus covering two popular scenarios for human centric applications. Our system provides online, almost real-time, feedback and statistics and its implementation allows for rapid and robust deployment, utilizing mainstream technologies and components.
Abstract: Experimentally driven research for wireless sensor networks is invaluable to provide benchmarking and comparison of new ideas. An increasingly common tool in support of this is a testbed composed of real hardware devices which increases the realism of evaluation. However, due to hardware costs the size and heterogeneity of these testbeds is usually limited. In addition, a testbed typically has a relatively static configuration in terms of its network topology and its software support infrastructure, which limits the utility of that testbed to specific case-studies. We propose a novel approach that can be used to (i) interconnect a large number of small testbeds to provide a federated testbed of very large size, (ii) support the interconnection of heterogeneous hardware into a single testbed, and (iii) virtualise the physical testbed topology and thus minimise the need to relocate devices. We present the most important design issues of our approach and evaluate its performance. Our results indicate that testbed virtualisation can be achieved with high efficiency and without hindering the realism of experiments.
Abstract: We present the basic concepts behind the design and implementation of WebDust, a peer-to-peer platform for organizing,
monitoring and controlling wireless sensor networks, along with a discussion of its application regarding an actual testbed.
Our software architecture provides a range of services that allow to create customized applications with relatively low
implementation overhead. WebDust aims to allow heterogeneous components to operate in the same sensor network, and
give the ability to manage and control large numbers of such networks, possibly on a global scale. We also give insight to
several applications that can be implemented using our platform, and a description of our current testbed.
Abstract: In this paper we present an overview of WISEBED, a largescale wireless sensor network testbed, which is currently being built for research purposes. This project is led by a number of European Universities
and Research Institutes, hoping to provide scientists, researchers and companies with an environment to conduct experiments with, in order to evaluate and validate their sensor network-related work. The initial planning of the project includes a large, heterogeneous testbed, consisting of at least 9 geographically disparate networks that include both sensor and actuator nodes, and scaling in the order of thousands (currently being in total 550 nodes).We present here the overall architecture
of WISEBED, focusing on certain aspects of the software ecosystem surrounding the project, such as the Open Federation Alliance, which will enable a view of the whole testbed, or parts of it, as single entities, and the testbed's tight integration with the Shawn network simulator. We also present examples of the actual hardware used currently in the testbed and outline the architecture of two of the testbed's sites.
Abstract: There exists a great amount of algorithms for wireless sensor networks (WSNs) that have never been tried in practice. This is due to the fact that programming sensor nodes still happens on a very technical level. We remedy the situation by introducing our algorithm library Wiselib, which allows for simple implementations of algorithms. It can adopt to a large variety of hardware and software. This is achieved by employing advanced C++ techniques such as templates and inline functions, which allow to write generic code that is resolved and bound at compile time, resulting in virtually no memory or computation overhead at run time. The Wiselib runs on different host operating systems such as Contiki, iSense OS, and ScatterWeb. Furthermore, it runs on virtual nodes simulated by Shawn. The Wiselib provides an algorithm with data structures that suit the specific properties of the target platform. Algorithm code does not contain any platform-specific specializations, allowing a single implementation to run natively on heterogeneous networks. In this paper, we describe the building blocks of the Wiselib, analyze the overhead, and show how cryptographically secured routing algorithms can be implemented. We also report on results from experiments with real sensor node hardware.