• Title/Summary/Keyword: Crowd Computing

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An Efficient Multi-Layer Encryption Framework with Authentication for EHR in Mobile Crowd Computing

  • kumar, Rethina;Ganapathy, Gopinath;Kang, GeonUk
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.204-210
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    • 2019
  • Mobile Crowd Computing is one of the most efficient and effective way to collect the Electronic health records and they are very intelligent in processing them. Mobile Crowd Computing can handle, analyze and process the huge volumes of Electronic Health Records (EHR) from the high-performance Cloud Environment. Electronic Health Records are very sensitive, so they need to be secured, authenticated and processed efficiently. However, security, privacy and authentication of Electronic health records(EHR) and Patient health records(PHR) in the Mobile Crowd Computing Environment have become a critical issue that restricts many healthcare services from using Crowd Computing services .Our proposed Efficient Multi-layer Encryption Framework(MLEF) applies a set of multiple security Algorithms to provide access control over integrity, confidentiality, privacy and authentication with cost efficient to the Electronic health records(HER)and Patient health records(PHR). Our system provides the efficient way to create an environment that is capable of capturing, storing, searching, sharing, analyzing and authenticating electronic healthcare records efficiently to provide right intervention to the right patient at the right time in the Mobile Crowd Computing Environment.

A Novel Architecture for Mobile Crowd and Cloud computing for Health care

  • kumar, Rethina;Ganapathy, Gopinath;Kang, Jeong-Jin
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.226-232
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    • 2018
  • The rapid pace of growth in internet usage and rich mobile applications and with the advantage of incredible usage of internet enabled mobile devices the Green Mobile Crowd Computing will be the suitable area to research combining with cloud services architecture. Our proposed Framework will deploy the eHealth among various health care sectors and pave a way to create a Green Mobile Application to provide a better and secured way to access the Products/ Information/ Knowledge, eHealth services, experts / doctors globally. This green mobile crowd computing and cloud architecture for healthcare information systems are expected to lower costs, improve efficiency and reduce error by also providing better consumer care and service with great transparency to the patient universally in the field of medical health information technology. Here we introduced novel architecture to use of cloud services with crowd sourcing.

Transfer Learning for Face Emotions Recognition in Different Crowd Density Situations

  • Amirah Alharbi
    • International Journal of Computer Science & Network Security
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    • v.24 no.4
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    • pp.26-34
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    • 2024
  • Most human emotions are conveyed through facial expressions, which represent the predominant source of emotional data. This research investigates the impact of crowds on human emotions by analysing facial expressions. It examines how crowd behaviour, face recognition technology, and deep learning algorithms contribute to understanding the emotional change according to different level of crowd. The study identifies common emotions expressed during congestion, differences between crowded and less crowded areas, changes in facial expressions over time. The findings can inform urban planning and crowd event management by providing insights for developing coping mechanisms for affected individuals. However, limitations and challenges in using reliable facial expression analysis are also discussed, including age and context-related differences.

Crowd Behavior Detection using Convolutional Neural Network (컨볼루션 뉴럴 네트워크를 이용한 군중 행동 감지)

  • Ullah, Waseem;Ullah, Fath U Min;Baik, Sung Wook;Lee, Mi Young
    • The Journal of Korean Institute of Next Generation Computing
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    • v.15 no.6
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    • pp.7-14
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    • 2019
  • The automatic monitoring and detection of crowd behavior in the surveillance videos has obtained significant attention in the field of computer vision due to its vast applications such as security, safety and protection of assets etc. Also, the field of crowd analysis is growing upwards in the research community. For this purpose, it is very necessary to detect and analyze the crowd behavior. In this paper, we proposed a deep learning-based method which detects abnormal activities in surveillance cameras installed in a smart city. A fine-tuned VGG-16 model is trained on publicly available benchmark crowd dataset and is tested on real-time streaming. The CCTV camera captures the video stream, when abnormal activity is detected, an alert is generated and is sent to the nearest police station to take immediate action before further loss. We experimentally have proven that the proposed method outperforms over the existing state-of-the-art techniques.

Event-Driven Social Media: Crowd Computing System Development for Idioculture Generation (이벤트 주도형 소셜 미디어: 특유문화 생성을 위한 군중 컴퓨팅 시스템 개발)

  • Lim, Seong-Taek;Cha, Sang-Yun;Park, Cha-La;Moon, Jee-Hyun;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.301-309
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    • 2009
  • This study focuses on event-driven social media (EDSM), which supports the production of unique cultural items of small groups by satisfying the conflicting desires of distinctiveness and assimilation that small groups possess. EDSM is a system which promotes the production of idioculture through small group interaction by using an actual event in which people participate in small groups. By setting up an EDSM system in a university festival in which 10,000 to 15,000 people gather in small groups, idioculture production was tested for approximately eight hours and a half. Interaction records gathered from the test, as well as focus group interview data garnered soon after were used to analyze usage patterns of EDSM, types of idiocultures produced, and resulting factors of user experience. Through this, considerations upon designing future EDSM were proposed.

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Abnormal Crowd Behavior Detection Using Heuristic Search and Motion Awareness

  • Usman, Imran;Albesher, Abdulaziz A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.131-139
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    • 2021
  • In current time, anomaly detection is the primary concern of the administrative authorities. Suspicious activity identification is shifting from a human operator to a machine-assisted monitoring in order to assist the human operator and react to an unexpected incident quickly. These automatic surveillance systems face many challenges due to the intrinsic complex characteristics of video sequences and foreground human motion patterns. In this paper, we propose a novel approach to detect anomalous human activity using a hybrid approach of statistical model and Genetic Programming. The feature-set of local motion patterns is generated by a statistical model from the video data in an unsupervised way. This features set is inserted to an enhanced Genetic Programming based classifier to classify normal and abnormal patterns. The experiments are performed using publicly available benchmark datasets under different real-life scenarios. Results show that the proposed methodology is capable to detect and locate the anomalous activity in the real time. The accuracy of the proposed scheme exceeds those of the existing state of the art in term of anomalous activity detection.

Performance Evaluation of Evacuation in Subway Station Stairs using Movement Recording Apparatus (이동정보 기록장치를 이용한 전철 계단 피난평가 연구)

  • Kim, Young Gil;Kim, Eung Sik
    • Journal of the Korean Society of Safety
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    • v.33 no.6
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    • pp.123-127
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    • 2018
  • Recent catastrophic accidents at the underground subway stations in South Korea have proven that the subway evacuation is an important safety concern. Previous studies have used commercial programs for safety assessment or have been focused on development of computing algorithms rather than the basic analysis data which form the foundation of studies. In this study, we designed a new movement recording apparatus which measured and analyzed crowd movements including but not limited to moving velocity, specific flow rate and crowd density. Moreover, We propose new effective analysis method for evacuation studies with this apparatus.

Crowd Activity Recognition using Optical Flow Orientation Distribution

  • Kim, Jinpyung;Jang, Gyujin;Kim, Gyujin;Kim, Moon-Hyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.8
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    • pp.2948-2963
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    • 2015
  • In the field of computer vision, visual surveillance systems have recently become an important research topic. Growth in this area is being driven by both the increase in the availability of inexpensive computing devices and image sensors as well as the general inefficiency of manual surveillance and monitoring. In particular, the ultimate goal for many visual surveillance systems is to provide automatic activity recognition for events at a given site. A higher level of understanding of these activities requires certain lower-level computer vision tasks to be performed. So in this paper, we propose an intelligent activity recognition model that uses a structure learning method and a classification method. The structure learning method is provided as a K2-learning algorithm that generates Bayesian networks of causal relationships between sensors for a given activity. The statistical characteristics of the sensor values and the topological characteristics of the generated graphs are learned for each activity, and then a neural network is designed to classify the current activity according to the features extracted from the multiple sensor values that have been collected. Finally, the proposed method is implemented and tested by using PETS2013 benchmark data.

Privacy-Preservation Using Group Signature for Incentive Mechanisms in Mobile Crowd Sensing

  • Kim, Mihui;Park, Younghee;Dighe, Pankaj Balasaheb
    • Journal of Information Processing Systems
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    • v.15 no.5
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    • pp.1036-1054
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    • 2019
  • Recently, concomitant with a surge in numbers of Internet of Things (IoT) devices with various sensors, mobile crowdsensing (MCS) has provided a new business model for IoT. For example, a person can share road traffic pictures taken with their smartphone via a cloud computing system and the MCS data can provide benefits to other consumers. In this service model, to encourage people to actively engage in sensing activities and to voluntarily share their sensing data, providing appropriate incentives is very important. However, the sensing data from personal devices can be sensitive to privacy, and thus the privacy issue can suppress data sharing. Therefore, the development of an appropriate privacy protection system is essential for successful MCS. In this study, we address this problem due to the conflicting objectives of privacy preservation and incentive payment. We propose a privacy-preserving mechanism that protects identity and location privacy of sensing users through an on-demand incentive payment and group signatures methods. Subsequently, we apply the proposed mechanism to one example of MCS-an intelligent parking system-and demonstrate the feasibility and efficiency of our mechanism through emulation.

Comparison of Algorithms to find Continuous k-nearest Neighbors to be Appropriate under Gaming Environments (게임 환경에 적합한 연속적인 k-개의 이웃 객체 찾기 알고리즘 비교 분석)

  • Lee, Jae Moon
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.47-54
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    • 2013
  • In general, algorithms to find continuous k-nearest neighbors has been researched on the location based services monitoring periodically the moving objects such as vehicles and mobile phone. Those researches assume the environment that the number of query points is much less than that of moving objects and the query points are not moved but fixed. In gaming environments, cases to find k-nearest neighbors are when computing the next movement considering the neighbors such as flocking, crowd and robot simulations. Thus, every moving object becomes a query point so that the number of query point is same to that of moving objects and the query points are also moving. In this paper, we analyze the performance of the existing algorithms focused on location based services how they operate under the gaming environments.