Social Sonar Control Your World...Before Your Friends Do!
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Transcript of Social Sonar Control Your World...Before Your Friends Do!
Social SonarControl Your World...Before Your Friends Do!
Presentation Outline
What Is Social Sonar?
Requirement Specifications
Functional Requirements
Non-Functional Requirements
The Application Architecture
The State Diagram
The Challenges of Our Design
The Application Architecture:
Main Object Identification
The UML Diagram
Presentation Review
Marc
The Problem Statement
At a glance:
Provide entertainment to users
Upon further inspection:
How to predict human movement
How will we do it?
Gather traces from users
Game will act as an incentive to provide the trace
Why is it important:
If you can predict human movement, many opportunities unfold
Michael
In ad-hoc routing...Implement efficient routingIn transportation...Reduce congestionSave fuelFor Advertising...Better ad targeting
Better product placement
Social Sonar: What Is It?
Social Gaming Application
Entertains users with interactive game play
Attack peers
Defend yourself
Collect in-game resources
Records location with sampling (discussed later on)
Gathers location traces for research
Michael
Social Sonar: Some Concept Art
Michael
Are There Any Existing Solutions?Cell phone applications
NFC based proximity gaming for the Blackberry
Geo-proximity alarm
Tap Tap War
Google’s Ingress; a mobile reality game [Hanke]
RFID tags to recognize patient/ medicine information.
Some frameworks
JCAF; the Java Context Awareness Framework [Bardram]
Qualcomm's Gimbal
Sathvik
What Services Will We Provide
Location discovery service
People discovery service [An, Wang]
Infrastructure service for research
Context aware services [Bardram]
Sathvik
Geo-fencing Interest sensing An AWARE framework [Bardram]
Requirement Specifications:Functional RequirementsMust find enemies and friends:
Requires Google Maps API to plot users’ locations and set a vision radius
Must seamlessly detect other users around the active user
Must house a database of resources and use them for later purposes such as building fortresses or houses to defend a location
Must publish updates to the user in a non-invasive manner:
Toast messages for notifications
Akshita
Requirement Specifications:Non-Functional RequirementsAvailability:
All times when in range of WiFi
Security concerns
Resolution, screen form factors
Visual aesthetics
Support for multiple channels: WiFi, 3G. The application will prefer WiFi
Efficiency:
Ensure less battery consumption by minimizing GPS usage
Akshita
Use Case Diagrams:Menu Screen
Use Case Diagrams:Game Screen
Akshita
Privacy and Security:User LocationLocation collection Enable/DisableUser/Phone IdentityAndroid_ID (Settings.Secure.ANDROID_ID)Android 2.2 and laterProtects User AnonymityNo setupWeaknessesUser could root phone and change Android_IDUsing virtual box, a single person could make a an army
Some Challenges and Our SolutionsHuman Movement Prediction:
Location prediction algorithm and map matching [Lou]
UTDOA [Yi-Bing Lin, Chien-Chun Huang-Fu]
Sampling rate selection
Aggregation and distribution of location information:
Store location on central server database
Easily query for users and game elements in a local area
Weakness:
Devices cannot directly communicate with each other
Server must provide data to each deviceYi Che & Michael
The Algorithms:Location-Prediction
Our algorithm:
Is not used immediately
Not reliable for consistent use
Allows us to “fill” gaps and “cheat”
Influences from MANET-LPBR [Meghanathan]
The concept of coordinate windows
LastLastKnown Known
LocationLocation
Stability Stability ThresholdThreshold
Current Current TimeTime
Last Last FineFine Update TimeUpdate Time
Sampling ThresholdSampling Threshold
Time
Last Last PredictionPrediction
Stability Stability ThresholdThreshold
LastLastPredictedPredicted LocationLocation
Last Last PredictionPrediction
Last Last FineFine Update TimeUpdate Time
LastLastPredictedPredicted LocationLocation
AnalyzeAnalyze LocationLocation
PredictionsPredictions
Stability Stability ThresholdThreshold
......
Demonstration:Location-Prediction
Algorithm
Marc
Our Design RationaleSampling rate:
Fair balance between accuracy and power consumption
User can always switch to “intense mode”
Location prediction algorithm:
Allows us to “cheat” when obtaining location information
Limit the user’s field of vision:
Fits the theme of our game, and adds an element of balance
Sathvik
Application Architecture:The State Diagram
MAIN_MENU
PLAYING
PAUSED
The State Diagram:The Diagram
The State Diagram:The Main States
MAIN_MENUMAIN_MENU
Presents the user Presents the user with the main with the main
utility options of utility options of the gamethe game
This is the This is the firstfirst state of the gamestate of the game
PLAYINGPLAYING
The user is actively The user is actively playing the gameplaying the game
This is the This is the secondsecond state of the gamestate of the game
PAUSEDPAUSED
The user was The user was playing the game, playing the game, however their play however their play
has been has been interruptedinterrupted
This is the This is the thirdthird state of the gamestate of the game
Yi Che
Application Architecture:Main Object Identification
Marc
MainMenuMainMenu
Monitors user Monitors user input, instantiates input, instantiates correct Activity.correct Activity.
Main entry point Main entry point for the application.for the application.
GameManagerGameManager
Ensures the proper Ensures the proper maintenance of the maintenance of the
game controller.game controller.
SocialSonarSocialSonar
Maintains the Maintains the render thread, and render thread, and
game logic.game logic.
RenderThreadRenderThread
Redraws the Redraws the screen and screen and
updates game updates game asynchronously.asynchronously.
LocationManagerLocationManager
Provides consistent Provides consistent and accurate and accurate
location location information.information.
Application Architecture:The UML Diagram
Marc
GameManager
RenderThread
LocationManager
MainMenu
SocialSonar
Presentation Review
Marc
What Is Social Sonar?
Requirement Specifications
Functional Requirements
Non-Functional Requirements
The Application Architecture
The State Diagram
The Challenges of Our Design
The Application Architecture:
The use-case diagram
Main Object Identification
The UML Diagram
Presentation Review
BibliographyKumar, Udayan. iTrust. Ahmed Helmy. 2012. Application. 7 Mar 2013. <http://128.227.176.22:8182/iTrust.html>.
Bill Schilit, Norman Adams, Roy Want. “Context Aware Computing Applications”
http://graphics.cs.columbia.edu/courses/mobwear/resources/schilit-mcsa94.pdf
Perez, Sarah. "Intelligent, Context-Aware Personal Assistant App “Friday” Makes Its Public Debut."TechCrunch. 12 Jul 2012: n. page. Web. 7 Mar. 2013.
* Stemm, Mark, Paul Gauthier, Daishi Harada, and Randy Katz. "Reducing Power Consumption of Network Interfaces in Hand-Held Devices." CiteSeerX. Berkeley, n.d. Web. 18 Feb 2013. <http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.39.8384>.
Agarwal, Yuvraj, Steven Hodges, Ranveer Chandra, et al.Augmenting Network Interfaces to Reduce PC Energy Usage. San Diego: 2009.
Sohan, Ripduman, Andrew Moore, et al, and Andrew Rice.Characterizing 10 Gbps Network Interface Energy Consumption. Cambridge: 2010.
Lou, Yin, Chengyang Zhang, Yu Zheng, et al. "Map-Matching for Low-Sampling-Rate GPS Trajectories.". Houston: Microsoft Research, 2010. Web. 4 Apr. 2013. <http://research.microsoft.com/pubs/105051/Map-Matching for Low-Sampling-Rate GPS Trajectories-cameraReady.pdf>.
* Nilson, Martin, and Laura Feeney. Investigating the Energy Consumption of a Wireless Network Interface in an Ad Hoc Networking Environment. 2000.Jacob E. Bardram. The Java Context Awareness Framework (JCAF) – A Service Infrastructure and Programming Framework for Context-Aware Applications. 2005.Xueli An, Jing Wang. OPT – Online Person Tracking System for Context-awareness in Wireless Personal Network (Demo). 2006.Ralph Löwe, Peter Mandl, Michael Weber. Context Directory: A Context-Aware Service for Mobile Context-Aware Computing Applications by the Example of Google Android. 2012.Yi-Bing Lin, Chien-Chun Huang-Fu, Predicting Human Movement based on Telecom's Handoff in Mobile Networks. http://liny.csie.nctu.edu.tw/document/tmc11_PHM.pdfHanke, John . "Google Launches Ingress, a Worldwide Mobile Alternate Reality Game." allthingsd. (2012): n. page. Web. 28 Feb. 2013. <http://allthingsd.com/20121115/google-launches-ingress-a-worldwide-mobile-alternate-reality-game/>.
Meghanathan , N. "Location Prediction Based Routing Protocol for Mobile Ad Hoc Networks.". Jackson: Dept. of Comput. Sci., Jackson State Univ., 2008. Print. <http://ieeexplore.ieee.org.lp.hscl.ufl.edu/stamp/stamp.jsp?tp=&arnumber=4697891>.
Are there any questions?