• Title/Summary/Keyword: Internet-of-things device

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Context-Aware Modeling with User Demand in an Internet of Things Environment (사물 인터넷 환경에서 사용자 요구를 포함한 상황 인지 모델)

  • Ryu, Shinhye;Kim, Sangwook
    • KIISE Transactions on Computing Practices
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    • v.23 no.11
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    • pp.641-649
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    • 2017
  • As Internet of Things devices become pervasive, services improve to better assess the context and to alert other users to deal with emergencies. Such services use Internet of Things devices to detect the context around the user and promptly notify public institutions, hospitals or other parental users in emergencies. Most of these systems analyze an event when the value of the device is unchanged for a period of time or if it detects an abnormal value. However, just monitoring sensor values makes it difficult to accurately understand the context surrounding a user. Also if the device is inactive, it can not identify the context or provide services again. However, understanding the user requirements, services provided through other devices, information sent to other users lets, appropriate actions be taken. This paper, proposes a device search method and system based on a context-aware model that includes user demands. The proposed system analyzes the user's context and demands by using data collected from the internet of things devices. If user devices are inactive, they can recognize other devices by searching for other devices and providing services to users again. Through the proposed method, the user-centric services are provided. This method also analyzes and responds to requirements in various emergencies.

A Study on Log Collection to Analyze Causes of Malware Infection in IoT Devices in Smart city Environments

  • Donghyun Kim;Jiho Shin;Jung Taek Seo
    • Journal of Internet Computing and Services
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    • v.24 no.1
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    • pp.17-26
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    • 2023
  • A smart city is a massive internet of things (IoT) environment, where all terminal devices are connected to a network to create and share information. In accordance with massive IoT environments, millions of IoT devices are connected, and countless data are generated in real time. However, since heterogeneous IoT devices are used, collecting the logs for each IoT device is difficult. Due to these issues, when an IoT device is invaded or is engaged in malicious behavior, such as infection with malware, it is difficult to respond quickly, and additional damage may occur due to information leakage or stopping the IoT device. To solve this problem, in this paper, we propose identifying the attack technique used for initial access to IoT devices through MITRE ATT&CK, collect the logs that can be generated from the identified attack technique, and use them to identify the cause of malware infection.

A Framework for Effectively Managing Dynamism of IoT Devices (IoT 디바이스의 동적 특성의 효과적 관리를 위한 프레임워크)

  • La, Hyun Jung;Park, Chun Woo;Kim, Soo Dong
    • Journal of KIISE:Software and Applications
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    • v.41 no.8
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    • pp.545-556
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    • 2014
  • Internet of Things (IoT), one of the emerging research areas, is the computing paradigm where various things connect to the network and cooperate with their neighbors to reach common goals. Computing with IoT devices opens up a new array of opportunities for providing value-added smart services and applications to end users. That is, IoT devices play an important role of providing useful services to the users. However, the states of IoT devices are dynamically changed at runtime, which come from their mobility, network connectivity, and a battery drain problem. This dynamism results in difficulties in managing these IoT devices. In this paper, we propose a framework to manage those IoT devices with dynamism. Hence, we first derive issues from IoT devices' dynamism. And, we define a set of requirements to manage the IoT devices and present a framework to manage the device dynamism. The framework is equipped by a device discovery method, a device status monitoring method, a device selection and connection method, and a device replacement method. Finally, we verify the feasibility and effectiveness of the framework through experiments.

Awareness and Application of Internet of Things in Universities Libraries in Kwara State, Nigeria

  • Saliu Abdulfatai
    • International Journal of Knowledge Content Development & Technology
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    • v.14 no.4
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    • pp.65-84
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    • 2024
  • The study was conducted on the awareness and application of internet of things in universities libraries in Kwara State, Nigeria. the study formulated used four research questions and used eighty five (85) samples as the population using total enumerative sampling techniques. A survey method was used in undertaking the study, in which answers were sought on the level of awareness of the internet of things in universities libraries in Kwara State, the extent of application of the internet of things in universities libraries in Kwara State, the benefit of internet of things in universities libraries in Kwara State, the challenges faced in the application of internet of things in universities libraries in Kwara State. The data collected from the study were analyzed using frequency tables and percentage. The study discovered that there the students are aware of the internet of things in universities libraries in Kwara State and the benefit of internet of a things include: Device in the IoT platforms are heterogeneous and are based on different hardware platforms and networks, It gives the high level of interoperability and interconnectivity, IoT platform has sensors which detect or measure any changes in the environment to generate data that can report on their status or even interact with the environment, IoT comes with the combination of algorithms and computation, software & hardware that makes it smart and Anything can be interconnected with the global information and communication infrastructure and the study identified data interpretation problem, Lack of skilled and specialized workers, Cost and Challenges in online security as well as Software complexity are major challenges faced in the application of internet of things in universities libraries in Kwara State. In conclusion the study made some recommendations which include that: Future libraries should be equipped with new technologies and networking devices as soon as possible. As this will be essential for users and librarians to have sufficient knowledge about IOT technologies.

IoT-based Indoor Localization Scheme (IoT 기반의 실내 위치 추정 기법)

  • Kim, Tae-Kook
    • Journal of Internet of Things and Convergence
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    • v.2 no.4
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    • pp.35-39
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    • 2016
  • This paper is about IoT(Internet of Things)-based indoor localization scheme. GPS and WiFi are widely used to estimate the location of things. However, GPS has drawback of poor reception and radio disturbance in doors. To estimate the location in WiFi-based method, the user collects the information by scanning nearby WiFi(s) and transferring the information to WiFi database server. This is a fingerprint method with disadvantage of having an additional DB server. IoT is the internetworking of things, and this is on rapid rise. I propose the IoT-based indoor localization scheme. Under the proposed method, a device internetworking with another device with its own location information like GPS coordinate can estimate its own location through RSSI. With more devices localizing its own, the localization accuracy goes high. The proposed method allows the user to estimate the location without GPS and WiFi DB server.

Proposition of System Algorithm for Implement Machine Socialization Environment (Machine Socialization 환경 구현을 위한 시스템 알고리즘 제안)

  • Kim, Wung-Jun;Im, Hyeok;Hwang, Jong-Seon;Jeong, Ji-O;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.595-597
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    • 2015
  • In recent years, global Internet of Things is being fostered by strategic industry in major countries (IoT: Internet of Things) technology is the future Internet -based context-aware infrastructure capable of communication between objects and things. Existing technology was only a single device control via P2M (Puman to Machine) method and simple sensor data to someone directly control the devices down command. However, a kind of IoT Machine Socialization of devices, each device uses an internal feature information, and M2M (Machine to Machine) devices in ways that expand the overall scenario collaboration system through the Device Manager. In this paper, an algorithm of the whole system of the Machine Socialization for changing the system of the conventional system of P2M by M2M, and analysis.

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GreenIoT Architecture for Internet of Things Applications

  • Ma, Yi-Wei;Chen, Jiann-Liang;Lee, Yung-Sheng;Chang, Hsin-Yi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.2
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    • pp.444-461
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    • 2016
  • A power-saving mechanism for smartphone devices is developed by analyzing the features of data that are received from Internet of Things (IoT) sensors devices to optimize the data processing policies. In the proposed GreenIoT architecture for power-saving in IoT, the power saving and feedback mechanism are implemented in the IoT middleware. When the GreenIoT application in the power-saving IoT architecture is launched, IoT devices collect the sensor data and send them to the middleware. After the scanning module in the IoT middleware has received the data, the data are analyzed by a feature evaluation module and a threshold analysis module. Based on the analytical results, the policy decision module processes the data in the device or in the cloud computing environment. The feedback mechanism then records the power consumed and, based on the history of these records, dynamically adjusts the threshold value to increase accuracy. Two smart living applications, a biomedical application and a smart building application, are proposed. Comparisons of data processed in the cloud computing environment show that the power-saving mechanism with IoT architecture reduces the power consumed by these applications by 24% and 9.2%.

Internet of Things based Smart Energy Management for Smart Home

  • TASTAN, Mehmet
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.6
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    • pp.2781-2798
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    • 2019
  • Thanks to internet, as one of indispensable parts of our lives, many devices that we use in our daily lives like TV, air conditioner, refrigerator, washing machine, can be monitored and controlled remotely by becoming more intelligent via Internet of Things (IoT) technology. Smart Home applications as one of the elements of smart cities, are individually the most demanded application without question. In this study, Smart Energy Management (SEM) system, based on NodeMCU and Android, has been designed for SEM, which is a part of the smart home application. With this system, household energy consumption can be monitored in real time, as well as having the ability to record the data comprising of operation times and energy consumption information for each device. Additionally, it is ensured to meet the energy needs on a maximized level possible, during the hours when the energy costs are lower owing to the SEM system. The Android interface provides the users with the opportunity to monitor and change their electricity consumption habits in order to optimize the energy efficiency, along with the opportunity to draw up of a daily and weekly schedule.

Internet of Things and Game as Described in the Case of Overseas (해외 사례로 살펴본 사물인터넷과 게임)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.465-466
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    • 2015
  • Recently Internet of things(IoT) industry has grown, Giant company of the world, have developed a variety of equipment using this. Several things are to be able to enjoy the game of devices have been developed game that play with the device has been released. This paper aims to derive the necessary element for the game development around IoT equipment. In this study, we investigated several cases using IoT device that have been released and have been developed abroad, literature related to game development reviewed. As a result, majority case using in game field, it appeared by using virtual reality that supported the 3D screen using a head-mounted display, in addition, have been released motion-based game.

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Voice-based Device Control Using oneM2M IoT Platforms

  • Jeong, Isu;Yun, Jaeseok
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.3
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    • pp.151-157
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    • 2019
  • In this paper, we present a prototype system for controlling IoT home appliances via voice-based commands. A voice command has been widely deployed as one of unobtrusive user interfaces for applications in a variety of IoT domains. However, interoperability between diverse IoT systems is limited by several dominant companies providing voice assistants like Amazon Alexa or Google Now due to their proprietary systems. A global IoT standard, oneM2M has been proposed to mitigate the lack of interoperability between IoT systems. In this paper, we deployed oneM2M-based platforms for a voice record device like a wrist band and LED control device like a home appliance. We developed all the components for recording voices and controlling IoT devices, and demonstrate the feasibility of our proposed method based on oneM2M platforms and Google STT (Speech-to-Text) API for controlling home appliances by showing a user scenario for turning the LED device on and off via voice commands.