scholarly journals Noncooperative 802.11 MAC Layer Fingerprinting and Tracking of Mobile Devices

2017 ◽  
Vol 2017 ◽  
pp. 1-21 ◽  
Author(s):  
Pieter Robyns ◽  
Bram Bonné ◽  
Peter Quax ◽  
Wim Lamotte

We present two novel noncooperative MAC layer fingerprinting and tracking techniques for Wi-Fi (802.11) enabled mobile devices. Our first technique demonstrates how a per-bit entropy analysis of a single captured frame allows an adversary to construct a fingerprint of the transmitter that is 80.0 to 67.6 percent unique for 50 to 100 observed devices and 33.0 to 15.1 percent unique for 1,000 to 10,000 observed devices. We show how existing mitigation strategies such as MAC address randomization can be circumvented using only this fingerprint and temporal information. Our second technique leverages peer-to-peer 802.11u Generic Advertisement Service (GAS) requests and 802.11e Block Acknowledgement (BA) requests to instigate transmissions on demand from devices that support these protocols. We validate these techniques using two datasets, one of which was recorded at a music festival containing 28,048 unique devices and the other at our research lab containing 138 unique devices. Finally, we discuss a number of countermeasures that can be put in place by mobile device vendors in order to prevent noncooperative tracking through the discussed techniques.

2016 ◽  
Vol 11 (6) ◽  
pp. 32 ◽  
Author(s):  
Shwu-Ing Wu ◽  
Rou Jyun Chen

<p class="ArticleTitle">In recent years, the increasingly innovative and diverse mobile devices have significantly promoted the mobile device-based shopping. What factors influence this kind of shopping? Will consumers purchase things with mobile devices? These are two topics that need to be explored. Through the literature analysis and the empirical research, this study aims to analyze the quality of information, system, service and mobile devices on the mobile device-based shopping platform. Moreover, it studies the attitude of consumers towards mobile device-based shopping, their willingness to adopt the shopping method and the behavioral relationship model in the actual mobile device-based shopping as well as compares the groups of different frequencies of the Internet use in terms of the relationship model.</p>  With the convenient sampling, this study made an investigation among some of those who had experienced shopping on such mobile devices as tablets or smart phones. The 765 retrieved valid copies of questionnaire were divided into three groups—“often”, “average” and “seldom” according to the frequency consumers undertook mobile device-based shopping and were then compared. The results showed that there were significant differences among the three groups in four relationship paths, including: 1) the information quality of the mobile device-based shopping platform has more significant positive influence on consumers’ attitude path of mobile device-based shopping in the “average” group than in the other two; 2) the service quality of the mobile device-based shopping platform has more significant positive influence on consumers’ attitude path of mobile device-based shopping in the “seldom” group than in the other two; 3) the preference for mobile device-based shopping has much significant positive influence on the behavior path of mobile device-based shopping in the “often” group. According to the research results, different groups have different behavior models. These results can serve as reference information in the decision-making of those who establish mobile device-based shopping platforms and manufacture mobile devices.


2018 ◽  
pp. 1431-1447
Author(s):  
Barkha Narang ◽  
Jyoti Batra Arora

Mobile Commerce is a term to describe any commercial activity on a mobile device, such as a mobile phone (iPhone, Android, Blackberry) or a tablet (iPad, Galaxy Tab, Surface). This includes all steps of the customer journey; reach, attract, choose, convert and retain. Hence mobile commerce is probably best described as shopping that takes advantage of unique properties of mobile devices. It is also called as m-commerce. Pervasive computing aims at availability and invisibility. On the one hand, pervasive computing can be defined as availability of software applications and information anywhere and anytime. On the other hand, pervasive computing also means that computers are hidden in numerous so-called information appliances that we use in our day-to-day lives Characteristics of pervasive computing applications have been identified as interaction transparency, context awareness, and automated capture of experiences.


Author(s):  
Barkha Narang ◽  
Jyoti Batra Arora

Mobile Commerce is a term to describe any commercial activity on a mobile device, such as a mobile phone (iPhone, Android, Blackberry) or a tablet (iPad, Galaxy Tab, Surface). This includes all steps of the customer journey; reach, attract, choose, convert and retain. Hence mobile commerce is probably best described as shopping that takes advantage of unique properties of mobile devices. It is also called as m-commerce. Pervasive computing aims at availability and invisibility. On the one hand, pervasive computing can be defined as availability of software applications and information anywhere and anytime. On the other hand, pervasive computing also means that computers are hidden in numerous so-called information appliances that we use in our day-to-day lives Characteristics of pervasive computing applications have been identified as interaction transparency, context awareness, and automated capture of experiences.


2009 ◽  
pp. 1069-1079
Author(s):  
Sylvain Giroux ◽  
Hélène Pigot ◽  
Jean-François Moreau ◽  
Jean-Pierre Savary

The mobile device presented here is designed to offer several services to enhance autonomy, security, and communication for the cognitively impaired people and their caregivers. Two mobile devices are linked through a server; one is dedicated to the patient, the other one to the caregivers. The services fill three functions for patients: a simplified reminder, an assistance request service, and an ecological information gathering service. Three services are available for the caregiver: monitoring patients’ADLs, informing system and colleagues of an intervention, and planning patients’ ADLs.


2011 ◽  
Vol 268-270 ◽  
pp. 1745-1749
Author(s):  
Hong An Pan ◽  
Qing Yi Hua ◽  
Yan Shuo Chang ◽  
Xiao Dong Qi

In the development of interactive graphics application on mobile devices, we are puzzled by two problems: The one is how to make graphics application adapt to the intrinsic limitations of mobile devices; The other one is how to rapidly and effectively build graphics application. This paper proposes a MDO-LWIGT(Mobile Device Oriented Lightweight Interactive Graphics Toolkit) to provide a graphics application model that can help developers rapidly build graphics application on mobile devices. The application based on such a model not only can be adaptive to the limitations of mobile devices but also can effectively represent and manage graphics objects, maitain the dynamic relationship between the application datas related to graphics objects.


2017 ◽  
Vol 869 ◽  
pp. 244-262
Author(s):  
Johannes Schwank ◽  
Franca Alexandra Rupprecht ◽  
Sebastian Schöffel

Nowadays, mobile devices, such as smartphones, tablets or smartwatches, are essential items in our daily life. Further, more and more people use smart mobile devices in their everyday work for remote controlling, observing diagrams, performing web analytics, etc. However, the full potential of mobile devices is not tapped yet; built-in sensors such as accelerometers or gyroscopes offer a wide range of interaction capabilities, which are still often not fully used in nowadays mobile applications. On the other hand, desktops are still the dominating working device, but with significantly differing interaction means. With additional hand tracking devices capturing the user's gestures additional input possibilities are available but still often unused. In this paper, we investigate on a concept for orientation-based touch-less interaction. Depending on the type of device - traditional desktop or a mobile device - we use an interaction metaphor called "Waggle"; utilizing of tilting and turning of either the user's hand or the mobile device itself for additional input possibilities. Based on the results of two pilot studies for both environments, basic parameters for future design decisions are derived: on the one hand, the maximum angle for basic rotation axes are evaluated. On the other hand, different discretizations of tilt and turn angles are investigated. Based on the outcome of both studies the optimal configuration for the use of the Waggle interaction metaphor in future applications on both mobile and desktop environments are defined.


Author(s):  
Sylvain Giroux ◽  
Hélène Pigot ◽  
Jean-François Moreau ◽  
Jean-Pierre Savary

The mobile device presented here is designed to offer several services to enhance autonomy, security, and communication for the cognitively impaired people and their caregivers. Two mobile devices are linked through a server; one is dedicated to the patient, the other one to the caregivers. The services fill three functions for patients: a simplified reminder, an assistance request service, and an ecological information gathering service. Three services are available for the caregiver: monitoring patients’ADLs, informing system and colleagues of an intervention, and planning patients’ ADLs.


Author(s):  
Miguel A. Sánchez-Acevedo ◽  
Beatriz A. Sabino-Moxo ◽  
José A. Márquez-Domínguez

Users who have access to a mobile device have increased in recent years. Therefore, it is possible to use a mobile device as a tool which helps to users in their daily life activities, not only for communication. On the other hand, augmented reality is a growing technology which allows the interaction with real and virtual information at the same time. Mixing mobile devices and augmented reality open the possibility to develop useful applications that users can carry with them all the time. This chapter describes recent advances in the application of mobile augmented reality in automotive industry, commerce, education, entertainment, and medicine; also identifies the different devices used to generate augmented reality, highlights factors to be taken into account for developing mobile augmented applications, introduces challenges to be addressed, and discusses future trends.


2018 ◽  
Vol 2018 ◽  
pp. 1-9
Author(s):  
Tao Zhang ◽  
Lin Xiao ◽  
Dingcheng Yang ◽  
Laurie Cuthbert

In this paper, we investigate the caching of files in mobile devices in a wireless D2D network using maximum distance separable (MDS) codes. The coded symbols of each file are stored in the mobile devices. To regulate the D2D communications and reduce the transmission cost among mobile devices, a price mechanism is used for D2D communications so that they are allowed to choose whether to transmit the requested coded symbol to the other device or not. The mobile device can cooperate with others in terms of the battery level and the reward that is given from the other device. If the mobile device fails to retrieve enough coded symbols, the BS will respond with the missing coded symbols. We derived the optimal payment after taking the battery level of devices into consideration, and the problem was formulated as an optimization problem, subject to a range of payment. Numerical results demonstrate that using the MDS-coded scheme can significantly reduce the cost of transmitting a file, and there exist an optimal number of coded symbols cached in the mobile device, which consumes minimal cost of transmitting a requested file.


2018 ◽  
pp. 200-221 ◽  
Author(s):  
Miguel A. Sánchez-Acevedo ◽  
Beatriz A. Sabino-Moxo ◽  
José A. Márquez-Domínguez

Users who have access to a mobile device have increased in recent years. Therefore, it is possible to use a mobile device as a tool which helps to users in their daily life activities, not only for communication. On the other hand, augmented reality is a growing technology which allows the interaction with real and virtual information at the same time. Mixing mobile devices and augmented reality open the possibility to develop useful applications that users can carry with them all the time. This chapter describes recent advances in the application of mobile augmented reality in automotive industry, commerce, education, entertainment, and medicine; also identifies the different devices used to generate augmented reality, highlights factors to be taken into account for developing mobile augmented applications, introduces challenges to be addressed, and discusses future trends.


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