scholarly journals Privacy-Preserving Task-Matching and Multiple-Submissions Detection in Crowdsourcing

Sensors ◽  
2021 ◽  
Vol 21 (9) ◽  
pp. 3036
Author(s):  
Jie Xu ◽  
Zhaowen Lin ◽  
Jun Wu

Crowdsourcing enables requesters to publish tasks to a platform and workers are rewarded for performing tasks of interest. It provides an efficient and low-cost way to aggregate data and solve problems that are difficult for computers but simple for humans. However, the privacy risks and challenges are still widespread. In the real world, the task content may be sensitive and only workers who meet specific requirements or possess certain skills are allowed to acquire and perform it. When these distributed workers submit their task answers, their identity or attribute privacy may also be exposed. If workers are allowed to submit anonymously, they may have the chance to repeat their answers so as to get more rewards. To address these issues, we develop a privacy-preserving task-matching and multiple-submissions detection scheme based on inner-product cryptography and proof of knowledge (PoK) protocol in crowdsourcing. In such a construction, multi-authority inner-product encryption is introduced to protect task confidentiality and achieve fine-grained task-matching based on the attributes of workers. The PoK protocol helps to restrict multiple submissions. For one task, a suitable worker could only submit once without revealing his/her identity. Moreover, different tasks for one worker are unlinkable. Furthermore, the implementation analysis shows that the scheme is effective and feasible.

Author(s):  
João Pedro Andrade Caixeta ◽  
André Luís De Araújo

The use of Augmented Reality (AR) systems in construction processes can represent an essential transformation in the communication between design and production. However, supposing that design-production translations can be obtained from several manufacturing methods (such as robotic, manual, modular, non-modular, and others), there are not enough studies that explored the potential uses of AR as an assistant for assembly operations. To tackle this problem, this ongoing research proposes to investigate the potentials of a low-cost and marker-based AR system to conduct different manual assembly processes. With the observational focus on aspects of precision and feasibility, we used scientific reductions based on modeling, simulation, and prototyping to provide inferences about the proposed tool's behavior in the real world.


2021 ◽  
Author(s):  
◽  
Regan Petrie

<p>Early, intense practice of functional, repetitive rehabilitation interventions has shown positive results towards lower-limb recovery for stroke patients. However, long-term engagement in daily physical activity is necessary to maximise the physical and cognitive benefits of rehabilitation. The mundane, repetitive nature of traditional physiotherapy interventions and other personal, environmental and physical elements create barriers to participation. It is well documented that stroke patients engage in as little as 30% of their rehabilitation therapies. Digital gamified systems have shown positive results towards addressing these barriers of engagement in rehabilitation, but there is a lack of low-cost commercially available systems that are designed and personalised for home use. At the same time, emerging mixed reality technologies offer the ability to seamlessly integrate digital objects into the real world, generating an immersive, unique virtual world that leverages the physicality of the real world for a personalised, engaging experience.  This thesis explored how the design of an augmented reality exergame can facilitate engagement in independent lower-limb stroke rehabilitation. Our system converted prescribed exercises into active gameplay using commercially available augmented reality mobile technology. Such a system introduced an engaging, interactive alternative to existing mundane physiotherapy exercises.  The development of the system was based on a user-centered iterative design process. The involvement of health care professionals and stroke patients throughout each stage of the design and development process helped understand users’ needs, requirements and environment to refine the system and ensure its validity as a substitute for traditional rehabilitation interventions.  The final output was an augmented reality exergame that progressively facilitates sit-to-stand exercises by offering immersive interactions with digital exotic wildlife. We hypothesize that the immersive, active nature of a mobile, mixed reality exergame will increase engagement in independent task training for lower-limb rehabilitation.</p>


Paragrana ◽  
2018 ◽  
Vol 27 (1) ◽  
pp. 237-252 ◽  
Author(s):  
Florian Dreyer

AbstractChildren engage in sociodramatic pretend play to develop strategies for dealing with the dangers and uncertainties of their everyday live. This paper examines the path into joint pretend play by a child therapist and her young patient through fine-grained conversation analysis and the usage of the PRAAT-Software. Interactants don’t follow a linear path from the real world into play but are rather negotiating their ideas of how the play might/should unfold. In a second part, this paper deals with the patients’ aggressive behavior as a result of pretended mother-child interactions enacted by the therapist. A special light is shed on how recurrent interactional constellations in the pretend play lead to a development of structures of expectations.


Author(s):  
Menglong Yang ◽  
Katashi Nagao

The aim of this paper is to digitize the environments in which humans live, at low cost, and reconstruct highly accurate three-dimensional environments that are based on those in the real world. This three-dimensional content can be used such as for virtual reality environments and three-dimensional maps for automatic driving systems. In general, however, a three-dimensional environment must be carefully reconstructed by manually moving the sensors used to first scan the real environment on which the three-dimensional one is based. This is done so that every corner of an entire area can be measured, but time and costs increase as the area expands. Therefore, a system that creates three-dimensional content that is based on real-world large-scale buildings at low cost is proposed. This involves automatically scanning the indoors with a mobile robot that uses low-cost sensors and generating 3D point clouds. When the robot reaches an appropriate measurement position, it collects the three-dimensional data of shapes observable from that position by using a 3D sensor and 360-degree panoramic camera. The problem of determining an appropriate measurement position is called the “next best view problem,” and it is difficult to solve in a complicated indoor environment. To deal with this problem, a deep reinforcement learning method is employed. It combines reinforcement learning, with which an autonomous agent learns strategies for selecting behavior, and deep learning done using a neural network. As a result, 3D point cloud data can be generated with better quality than the conventional rule-based approach.


Author(s):  
Ioannis Vrellis ◽  
Nikolaos Avouris ◽  
Tassos A. Mikropoulos

Although problem-based learning (PBL) has many advantages, it often fails to connect to the real world outside the classroom. The integration with the laboratory setting and the use of information and communication technologies (ICTs) have been proposed to address this deficiency. Multi-user virtual environments (MUVEs) like Second Life (SL) are 3D collaborative virtual environments that could act as complementary or alternative worlds for the implementation of laboratory PBL activities offering low-cost, safe, and always available environments. The aim of this study was to compare a simple laboratory PBL activity implemented in both the real and virtual worlds, in terms of learning outcome, satisfaction, and presence. The sample consisted of 150 undergraduate university students. The results show that the MUVE provided similar learning outcome and satisfaction to the real-world condition. Presence was positively correlated to satisfaction but not to the learning outcome. Finally, there are indications that the MUVE was perceived as more pleasurable and informal learning environment, while reality was perceived as more stressful.


2018 ◽  
Author(s):  
A. Coutrot ◽  
S. Schmidt ◽  
L. Coutrot ◽  
J. Pittman ◽  
L. Hong ◽  
...  

AbstractVirtual reality environments presented on tablets and smartphones have potential to aid the early diagnosis of conditions such as Alzheimer’s dementia by quantifying impairments in navigation performance. However, it is unclear whether performance on mobile devices can predict navigation errors in the real world. We compared the performance of 60 participants (30 females, 18-35 years old) at wayfinding and path integration tasks designed in our mobile app ‘Sea Hero Quest’ with their performance at similar tasks in a real-world environment. We first performed this experiment in the streets of London (UK) and replicated it in Paris (France). In both cities, we found a significant correlation between virtual and real-world wayfinding performance and a male advantage in both environments, although smaller in the real world (Cohen’s d in the game = 0.89, in the real world = 0.59). Results in London and Paris were highly similar, and controlling for familiarity with video games did not change the results. The strength of the correlation between real world and virtual environment increased with the difficulty of the virtual wayfinding task, indicating that Sea Hero Quest does not merely capture video gaming skills. The fact that the Sea Hero Quest wayfinding task has real-world ecological validity constitutes a step toward controllable, sensitive, safe, low-cost, and easy to administer digital cognitive assessment of navigation ability.


2021 ◽  
Author(s):  
Teddy Cunningham ◽  
Graham Cormode ◽  
Hakan Ferhatosmanoglu

2021 ◽  
Author(s):  
◽  
Regan Petrie

<p>Early, intense practice of functional, repetitive rehabilitation interventions has shown positive results towards lower-limb recovery for stroke patients. However, long-term engagement in daily physical activity is necessary to maximise the physical and cognitive benefits of rehabilitation. The mundane, repetitive nature of traditional physiotherapy interventions and other personal, environmental and physical elements create barriers to participation. It is well documented that stroke patients engage in as little as 30% of their rehabilitation therapies. Digital gamified systems have shown positive results towards addressing these barriers of engagement in rehabilitation, but there is a lack of low-cost commercially available systems that are designed and personalised for home use. At the same time, emerging mixed reality technologies offer the ability to seamlessly integrate digital objects into the real world, generating an immersive, unique virtual world that leverages the physicality of the real world for a personalised, engaging experience.  This thesis explored how the design of an augmented reality exergame can facilitate engagement in independent lower-limb stroke rehabilitation. Our system converted prescribed exercises into active gameplay using commercially available augmented reality mobile technology. Such a system introduced an engaging, interactive alternative to existing mundane physiotherapy exercises.  The development of the system was based on a user-centered iterative design process. The involvement of health care professionals and stroke patients throughout each stage of the design and development process helped understand users’ needs, requirements and environment to refine the system and ensure its validity as a substitute for traditional rehabilitation interventions.  The final output was an augmented reality exergame that progressively facilitates sit-to-stand exercises by offering immersive interactions with digital exotic wildlife. We hypothesize that the immersive, active nature of a mobile, mixed reality exergame will increase engagement in independent task training for lower-limb rehabilitation.</p>


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