Title: Client Capabilities as a tool in IoT security
Michael W. Condry, PhD
IEEE Industrial Electronics Society AdCom
IEEE Industry Summit Series Chair
The Internet of Things (IoT) offers the user seamless interoperability and connectivity between devices, systems, services, disparate networks and control systems. End users expect to connect quickly and transparently via any endpoint client device be it a phone, tablet, wearable, TV, car or other system that is Internet enabled. Smart IoT devices can serve as versatile control system interfaces, allowing for rapid response and potentially ubiquitous access. However, these devices can present significant security challenges. Among many challenges a central factor is the service or control system knowing the user is properly authenticated and has the correct authorization for the activity being done from banking, to retail to operating a control system, such as a power plant.
Today’s smart client devices have capabilities that can be utilized by authentication services to greatly assist in the authentication process. All too often these capabilities are not fully utilized. In fact these devices, with proper design and standards, can do much more to help in assuring the identity of the user helping both protect the user and assisting the authentication process. This presentation overviews a concept to achieve this with the goal of motivating deeper research to refine the technology and standardize the interfaces to make this an internationally accepted technology. Seamless, such as WiFi is today. A model proposed that is more secure, scalable, and resilient with real-time performance as compared to traditional approaches.
Michael was the Chief Technical Officer for Intel Corporation, Global Ecosystem Division. His career has a mixture of academic and industry positions, mostly in industry. Holding teaching and research positions at Princeton and University of Illinois, at Illinois he lead an internet application research team contributing findings to the US Internet committee. His industry roles included AT&T Bell-Labs, Sun Microsystems, and Intel. At Bell Labs he was a co-architect for the Bellmac-32 processor and co-designed the System V Inode File System whose successors are used today. At Sun he led standards for the Solaris/UNIX team founding the Open Group to enable these standards. Michael came to Intel to head up Networking Applications research in Intel Labs. Michael’s CTO role drove on customer innovation, design cost reduction, and other technologies and leading technical staff development. Efforts in technical staff development at Intel awarded him and his team the prestigious Intel Quality Award in 2015. His background includes projects in computer architecture, software, firmware, operating systems, networking, IoT, internet applications, standards, and computer security. Michael retired from Intel in June 2015.
Michael is the President-Elect of the IEEE Technology and Engineering Management Society (TEMS). Michael is a senior board member for the IEEE Industrial Electronics Society (IES), he created and chairs the IEEE Industry Forum series that has successfully engaged industry in over 14 conferences. He has conceived and is leading the IEEE Industry Summit that will start in 2016. Michael is also a member of the IEEE Computer Society for over 27 years.
Title: Game-based Approaches to Crowdsourcing Content: Opportunities and Challenges
Dion H. Goh
Wee Kim Wee School of Communication and information
Nanyang Technological University
Crowdsourcing has become a major way of getting work done through an online community. Typically, crowdsourcing systems employ volunteers or paid human experts. However, recruiting and retaining volunteers are challenging since volunteerism is dependent on individuals’ willingness to devote their time and effort to crowdsourcing projects. Paying for expertise is an alternative but this is potentially costly, and is confined to those projects backed with adequate funding. Therefore, crowdsourcing projects need to consider alternative motivational mechanisms to widen the appeal to a larger group of users.
Here, computer games are a possible means to attract participants for crowdsourcing projects. Such games are seen as a promising approach to crowdsourcing because they capitalize on people's desire for entertainment. In other words, they make crowdsourcing more fun and engaging in order to attract participants.
This talk will introduce game-based approaches for crowdsourcing. A selection of typical game mechanics employed as well as examples of games in various domains will be provided. The talk will illustrate these ideas in a specific context of crowdsourcing mobile media. Applications that share location-based mobile media are fast becoming popular in part due to people’s increasing reliance on mobile phones. However, there are limitations of mobile devices such as difficult text entry as well as the lack of sufficient incentives. These may make the creation and sharing of location-based content tedious, possibly resulting in decreased motivation for participation.
By blending games with crowdsourcing of mobile media, such applications provide entertainment and content is created as a result of gameplay. Nevertheless, there are challenges associated with game-based approaches to crowdsourcing since they have to meet the twin goals of entertaining users and producing quality outputs. Through various user studies that will be presented, issues in creating these games as well as design lessons are discussed.
Dion Goh has a PhD in computer science. He is currently Associate Professor with Nanyang Technological University (Singapore) where is also the Director of the Masters of Information Systems program in the Wee Kim Wee School of Communication and Information. His major areas of research are in mobile information sharing and seeking, social media perceptions and practices, and gamification techniques for shaping user perceptions and motivating behavior. His work has been widely published in over 200 international journals and conference proceedings. Dion has led a number of funded projects in the use of gamification in mobile content sharing, the use of games for mental health interventions, human computation games for data analytics, mobile tagging, and collaborative querying.
Title: An attempt at making the computer to be a cognitive partner to the human being: the role of verbalization of data mining results
Fellow of IEEE, IFSA, EurAI(ECCAI), SMIA
Full Member, Polish Academy of Sciences
Member, Academia Europaea
Member, European Academy of Sciences and Arts
Foreign Member, Bulgarian Academy of Sciences
Foreign Member, Spanish Royal Academy of Economic and Financial Sciences (RACEF)
Systems Research Institute, Polish Academy of Sciences
ul. Newelska 6, 01-447 Warsaw, Poland
We address an important aspect related to one of big challenges of the modern IT/ICT which boils down to solving an extremely relevant problem of how to make broadly perceived computer systems, and all kinds of tools and techniques that are inherently based on the use of computers, exemplified by data analyses, mining, etc. to be cognitive partners of the human beings. In another words, how to bridge the gap between the human being and the computer in all kinds of systems in which the human being is a crucial element.
There are many different aspects of this still unsolved problem, which are implied by differences in inherent biological, cognitive, information processing, etc. characteristics of the human and the computer, e.g. the human cognitive capabilities are limited and not growing, the human being may be unreliable, prone to fatigue, etc. etc. and they will be briefly considered first.
Our main interest will be in the fact that for the human being the only fully natural means of communication and articulation is natural language which is “strange” to the computer. We consider mainly the problem of a proper, human consistent presentation of results of data mining to be used for, e.g., decision making/support. Traditionally, the most popular approach is the use of computer graphics, i.e. visualization, and this has been successfully applied in many real world problems.
A much less popular form of presentation is verbalization in which the results to be used by the human being are presented in (qusi)natural language. However, in many applications, e.g. in transportation or military applications, voice messages, commands, etc., in natural language, does not distract attention and hence may be preferable to visualization.
We use the conceptually and numerically simple concept of a linguistic data(base) summary boiling down to the derivation of short sentence(s) in natural language that summarize the contents (semantics) of even very large data sets that can be incomprehensible in a raw form to the human being. An example can here be, for (large) personnel database, “most young and inexperienced workers have low salary”. We will use such forms of linguistic summaries introduced by Yager (1982), and then developed by, e.g. Kacprzyk, Yager and Zadrożny (2000). We use fuzzy logic to effectively and efficiently represent and process imprecision. Moreover, we show a crucial importance of protoforms, i.e. templates of linguistic summaries, that can reflect interests and intentions of the user, using Kacprzyk and Zadrożny’s (2005 - …) ideas.
We present the linguistic summaries of the above type, i.e. of a static form, as well as those related to dynamics, i.e. linguistic summaries of time series data, exemplified by “recently, almost all trends are slowly decreasing”, using results of Kacprzyk, Wilbik and Zadrożny (2008, 2010), and also mention extensions to linguistically capture frequent events, exemplified by “almost always, at the end of each week, the sales of product X is high”.
We consider the problem of various quality criteria of linguistic summaries, and the generation of them, first of all by extending Kacprzyk and Zadrożny’s (1989 - …) new querying system with linguistic quantifiers, and then to indicating potentials of using advanced NLG (natural language generation) systems.
We present an implementation for supporting decision making at a computer retailer that makes use of data from local and remote sources of data, and adapts to human information needs.
Janusz Kacprzykgraduated from Warsaw University of Technology,Poland, with M.Sc. in automatic control and computer science, obtained in 1977 Ph.D. in systems analysis and in 1991 D.Sc. in computer science. He is Professor of Computer Science at the Systems Research Institute, PolishAcademy of Sciences,and atWIT – Warsaw School of Information Technology, and Professor of Automatic Control at PIAP – Industrial Institute of Automation and Measurements, and Department of Electrical and Computer Engineering, Cracow University of Technology.He is Honorary Foreign Professor at the Department of Mathematics, YliNormalUniversity, Xinjiang, China, and Visiting Scientist at RIKEN Brain Research Institute, Tokyo, Japan. He is Full Member of thePolishAcademy of Sciences, Member of Academia Eueopaea (Informatics), Member of European Academy of Sciences and Arts (Technical Sciences), Foreign Member of the Spanish Royal Academy of Economic and Financial Sciences (RACEF), and Foreign Member of the Bulgarian Academy of Sciences. He is Fellow of IEEE, IFSA, ECCAI and MICAI.
He has been a frequent visiting professor in the USA, Italy, UK, Mexico,China. His main research interestsinclude the use of modern computation computational and artificial intelligence tools, notably fuzzy logic, in decisions, optimization, control, data analysis and data mining, with applications in databases, ICT, mobile robotics, etc.
He authored 5 books, (co)editedmore than 80 volumes, (co)authoredca. 500 papers. His bibliographic data are: due to Google Scholar - citations: 19765; h-index: 64, due to Scopus: citations: 4606; h-index: 32; due to WoS: citation: 3821, h-index: 27. He is the editor in chief of 6 book series at Springer, and of 2 journals, and is on the editorial boards of ca. 40 journals. He is a member of the Adcom of IEEE CIS, and was a Distinguished Lecturer of IEEE CIS.
He received many awards: 2006 IEEE CIS Pioneer Award in Fuzzy Systems, 2006 Sixth Kaufmann Prize and Gold Medal for pioneering works on soft computing in economics and management, 2007 Pioneer Award of the Silicon Valley Section of IEEE CIS for contribution in granular computing and computing in words, 2010 Award of the Polish Neural Network Society for exceptional contributions to the Polish computational intelligence community, IFSA 2013 Award for his lifetime achievements in fuzzy systems and service to the fuzzy community, and the 2014 World Automation Congress Lifetime Award for contributions in softcomputing.He is President of the Polish Operational and Systems ResearchSociety and Past President ofInternational Fuzzy Systems Association.