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dc.contributor.authorPouryazdan, Maryam
dc.contributor.authorFiandrino, Claudio 
dc.contributor.authorKantarci, Burak
dc.contributor.authorSoyata, Tolga
dc.contributor.authorKliazovich, Dzmitry
dc.contributor.authorBouvry, Pascal
dc.date.accessioned2021-07-13T09:31:45Z
dc.date.available2021-07-13T09:31:45Z
dc.date.issued2017-11-07
dc.identifier.issn2169-3536
dc.identifier.urihttp://hdl.handle.net/20.500.12761/480
dc.description.abstractIn mobile crowd-sensing systems, the value of crowd-sensed big data can be increased by incentivizing the users appropriately. Since data acquisition is participatory, crowd-sensing systems face the challenge of data trustworthiness and truthfulness assurance in the presence of adversaries whose motivation can be either manipulating sensed data or collaborating unfaithfully with the motivation of maximizing their income. This paper proposes a game theoretic methodology to ensure trustworthiness in user recruitment in mobile crowd-sensing systems. The proposed methodology is a platform-centric framework that consists of three phases: user recruitment, collaborative decision making on trust scores, and badge rewarding. In the proposed framework, users are incentivized by running sub-game perfect equilibrium and gamification techniques. Through simulations, we show that approximately 50% and a minimum of 15% improvement can be achieved by the proposed methodology in terms of platform and user utility, respectively, when compared with fully distributed and user-centric trustworthy crowd-sensing.
dc.language.isoeng
dc.publisherIEEE
dc.titleIntelligent Gaming for Mobile Crowd-Sensing Participants to Acquire Trustworthy Big Data in the Internet of Thingsen
dc.typejournal article
dc.journal.titleIEEE Access
dc.type.hasVersionVoR
dc.rights.accessRightsopen access
dc.volume.number5
dc.identifier.urlhttp://dx.doi.org/10.1109/ACCESS.2017.2762238
dc.identifier.doidoi:10.1109/ACCESS.2017.2762238
dc.page.final22223
dc.page.initial22209
dc.subject.keywordAmbient intelligence
dc.subject.keyworddata acquisition
dc.subject.keyworddata analysis
dc.subject.keyworddistributed computing
dc.subject.keywordintelligent sensors
dc.subject.keywordInternet of Things
dc.subject.keywordmobile computing
dc.subject.keywordgame theory
dc.subject.keywordcrowd-sensing
dc.subject.keywordgamification
dc.description.statuspub
dc.eprint.idhttp://eprints.networks.imdea.org/id/eprint/1713


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