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  • 51.
    Parnes, Peter
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Synnes, Kåre
    Schefström, Dick
    Luleå tekniska universitet.
    Real-time control and management of distributed applications using IP-multicast1999In: Integrated network management VI: distributed management for the networked millenium ; proceedings of the Sixth IFIP/IEEE International Symposium on Integrated Network Management, Boston, MA, U.S.A., 24 - 28 May 1999 / [ed] Morris Sloman; Subrata Mazumdar; Emil Lupu, Piscataway, NJ: IEEE Communications Society, 1999, p. 901-914Conference paper (Refereed)
    Abstract [en]

    A central issue within any distributed computer environment is how to control and manage running applications. This paper presents an implementation of a framework for control and management of distributed applications and components using IP-multicast. The framework allows for easy and scalable control of single applications, groups of applications or parts of applications using a new agent-based architecture. Messaging is done using the control bus and the scalable reliable real-time transfer protocol for reliable distribution of data. The paper presents how this framework is integrated into Java-based applications and how developers specify access points. The paper also presents an application called multicast Manager, mManager, a Java implementation that provides a user interface to the framework. The mManager allows administrators to get an overview of currently running applications and if necessary control these applications. The paper presents example usage scenarios where the framework is used to create bandwidth-adaptive applications and better group awareness

  • 52.
    Parnes, Peter
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Synnes, Kåre
    Schefström, Dick
    Luleå tekniska universitet.
    The CDT mStar environment: Distributed Collaborative Teamwork in Action1997In: Proceedings of the international ACM SIGGROUP conference on Supporting group work: the integration challenge GROUP '97, Piscataway, NJ: IEEE Communications Society, 1997, p. 167-176Conference paper (Refereed)
    Abstract [en]

    This paper presents the mStar environment, which creates an environment for truly scalable distributed teamwork It can be and is being used on a daily basis for electronic meetings, distributed electronic education and daily work It creates a new teamwork environment which allows users to collaborate even if they are not present at the same physical location. The mStar environment includes: the multicast WhiteBoard - mWB, which allows for collaborative reviewing of text and images; mChat, which allows for text based group chat; mVote, which allows for distributed voting and mWeb for shared WWW objects. These are all desktop and IP-multicast based and symmetric. The mStar environment also includes mMOD, which is a VCR-like tool for recording and playback of teamwork sessions, and mTunnel, which is an application for handling IP-multicast traffic on narrow links in the network (such as ISDN/modem) and network segments that does not support IP multicast. It allows for scaling and transforming of the network based data in various ways.

  • 53.
    Rana, Juwel
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Hallberg, Josef
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Signals and Systems.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Kristiansson, Johan
    Ericsson.
    Harnessing the cloud for mobile social networking applications2012In: Evolving developments in grid and cloud computing: advancing research / [ed] Emmanuel Udoh, Hershey, Pa.: Information Science Reference, 2012, Vol. 2, no 2Chapter in book (Refereed)
    Abstract [en]

    The cloud computing model inherently enables information from social networking services (Twitter, Facebook, LinkedIn, etc), context-based systems (location, activity, interests, etc.) and personal applications (call logs, contacts, email, calendar, etc) to be harnessed for multiple purposes. This article presents an agent-based system architecture for semantic and semi-automated applications that utilize the cloud to enrich and simplify communication services, for instance by displaying presence information, prioritizing information, and dynamically managing groups of users. The proposed architecture is based on the concept of aggregated social graphs, which are created from harnessed information about how we communicate. This article also presents challenges in achieving the envisioned architecture and introduces early prototyping results.

  • 54.
    Rana, Juwel
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Hallberg, Josef
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Signals and Systems.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Kristiansson, Johan
    Ericsson.
    Harnessing the cloud for mobile social networking applications2010In: International Journal of Grid and High Performance Computing, ISSN 1938-0259, Vol. 2, no 2, p. 1-11Article in journal (Refereed)
    Abstract [en]

    The cloud computing model inherently enables information from social networking services (Twitter, Facebook, LinkedIn, etc), context-based systems (location, activity, interests, etc.) and personal applications (call logs, contacts, email, calendar, etc) to be harnessed for multiple purposes. This article presents an agent-based system architecture for semantic and semi-automated applications that utilize the cloud to enrich and simplify communication services, for instance by displaying presence information, prioritizing information, and dynamically managing groups of users. The proposed architecture is based on the concept of aggregated social graphs, which are created from harnessed information about how we communicate. This article also presents challenges in achieving the envisioned architecture and introduces early prototyping results.

  • 55.
    Rana, Juwel
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Kristiansson, Johan
    Hallberg, Josef
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Signals and Systems.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    An architecture for mobile social networking applications2009In: 2009 First International Conference on Computational Intelligence, Modelling and Simulation, (CSSim 2009): Brno, Czech Republic, 7 - 9 September 2009 / [ed] Jiri Kunovský, Piscataway, NJ: IEEE Communications Society, 2009, p. 241-246Conference paper (Refereed)
    Abstract [en]

    Mobile semantic Web provides a new way of developing context-aware social networking applications. Social networking applications are changing the way of communication by using userpsilas context-information. For example, micro-blogging has become a smart way of conveying the current situation and activity by using user context. There is currently a significant difference between using social networking applications on a static computer compared to a mobile device, even if current mobile devices are powerful and have good connectivity. The difference is primarily related to the mobility aspect since the user contexts may change more frequently and the user may not be able to interact with the mobile device. In this paper we identify common characteristics of current social networking applications and how they attract users. Finally, we propose an agent-based system architecture that is based on a distributed platform for developing semantic and semi-automated mobile social networking applications.

  • 56.
    Rana, Juwel
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Kristiansson, Johan
    Hallberg, Josef
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Signals and Systems.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Challenges for mobile social networking applications2009In: Communications Infrastructure. Systems and Applications in Europe: first international ICST conference, EuropeComm 2009, London, UK, August 11-13, 2009 : revised selected papers / [ed] Rashid Mehmood, Berlin: Springer Science+Business Media B.V., 2009, p. 275-285Conference paper (Refereed)
    Abstract [en]

    This paper presents work in progress regarding utilization of social network information for mobile applications. Primarily a number of challenges are identified, such as how to mine data from multiple social networks, how to integrate and consolidate social networks, and how to manage semantic information for mobile applications. The challenges are discussed from a semantic Web perspective using a driving scenario as motivation.The main objective is to enable mobile applications to benefit from semantic information obtained from Web services, mobile devices, or the surrounding environment. The goal is therefore to create a framework that enables integration of semantic information (location, activity, interests, etc) with social network data (from Twitter, FaceBook, LinkedIn, etc) to facilitate intelligent yet easy to use communication tools for individual persons as well as groups of persons. An ultimate goal is to make complex communication simple through utilization of semantic information and social network data for pervasive services in mobile devices.

  • 57.
    Rana, Juwel
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Kristiansson, Johan
    Ericsson Research, Luleå.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Dynamic media distribution in ad-hoc social networks2012In: The 2nd International Conference on Social Computing and its Applications (SCA2012), 1-3 November 2012, Xiangtan, Hunan, China: Theme: Social Media, Mining and Analytics, Piscataway, NJ: IEEE Computer Society Press , 2012, p. 546-553Conference paper (Refereed)
    Abstract [en]

    This paper proposes a social distribution mechanism for finding, connecting and propagating contents in social networks using context and communication history of users together with meta information about the content. The proposed mechanism operates by propagating invitation messages to a prioritized group of users to build up an ad-hoc social network from the original social network while at the same time preventing spamming the users with unwanted invitation messages.The proposed mechanism makes it possible to implement and deploy a wide variety of services targeting the specific needs of a user. As a proof-of-concept, the paper shows how the proposed social distribution mechanism can be used to invite users to a shared space, which can contain various kinds of collaboration tools allowing a group of users to communicate and solve problems together.In order to investigate the efficiency of the proposed mechanism, the paper also presents result from a simulation study. The result shows that the social distribution mechanism should consider both social strength and context for propagating social media contents as some of the recipients may have equal interest of the social media but different level of trust about the originator.

  • 58.
    Rana, Juwel
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Kristiansson, Johan
    Ericsson SE.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Enriching and simplifying communication by social prioritization2010In: 2010 International Conference on Advances in Social Networks Analysis and Mining (ASONAM 2010): Odense, Denmark, 9 - 11 August 2010 / [ed] Nasrullah Memon, Piscataway, NJ: IEEE Computer Society Press , 2010, p. 336-340Conference paper (Refereed)
    Abstract [en]

    This paper presents a framework for developing applications that harness information available on social networking sites and telecom platforms to make communication simpler and richer. The framework builds an aggregated social graph by first aggregating user's contact information from multiple communication environments and then calculating the social strength between the users, based on interaction pattern and process mining techniques. The aggregated social graph describes users communication patterns which can be used to simplify and enhance communication services by inviting users for collaboration, selecting suitable tools for communication and prioritizing information flows. The framework also enables new types of applications such as social search clients, smart dialers or contact applications. In addition, the paper also presents an prototype implementation together with an evaluation comparing methods to compute social strengths based on on-line interaction datasets

  • 59.
    Rana, Juwel
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Kristiansson, Johan
    Ericsson Research, Luleå.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Modeling unified interaction for communication service integration2010In: The Fourth International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies: UBICOMM 2010 : October 25 - 30, 2010 - Florence, Italy / [ed] Jaime Lloret Mauri, Red Hook, NY: Curran Associates, Inc., 2010, p. 373-378Conference paper (Refereed)
    Abstract [en]

    Social network inspired communication services has made a huge success, allowing users to communicate and share information in new fashion. At the same time, telecom operator's services are becoming more open, which makes it possible to develop improved social networking services and integrate them with mobile platforms. One problem that needs to be addressed when developing such services how to fetch useful social information and make it available for the services running in the cloud or in the client devices. This paper presents a generalized on-line interaction model that collects useful information from well known social networking services, and transforms the information into unified interaction patterns, which can be utilized for social data propagation or for discovering communication patterns. Ultimately, this allows the applications to incorporate social data for enabling smarter functions. For example, the data model can be useful for presenting information about callers or adding news feeds to the classical address book, prioritizing information of the contacts, inviting user for forming micro-communities. The paper also discusses the identity problem in the social media and identifies major challenges to solve that problem

  • 60.
    Rana, Juwel
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Kristiansson, Johan
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Supporting ubiquitous interaction in dynamic shared spaces through automatic group formation based on social context2012In: ASE International Conference on Social Informatics, Washington D.C., USA: December 14-16, 2012, Piscataway, NJ: IEEE Computer Society Press , 2012, p. 121-130Conference paper (Refereed)
    Abstract [en]

    This paper investigates how the management of groups that communicate electronically, such as group formation, can be simplified based on users’ context and social relations. This work builds on a framework for Aggregated Social Graphs, where each node represents the relational strength to other users. The strength of a relation is calculated by utilizing information on how we communicate using mobile phone calls, emails, and social networks in combination with additional sources of information such as from calendars. A contextual group management schema is presented where contextual parameters such as tags, locations and objects are used to prune an aggregated social graph in order to automatically form a group.The schema is implemented in a runtime environment based on the Distributed Shared Memory service available at Ericsson Labs. The feasibility of the proposed schema is then studied through a prototype implementation both in a web-browser and as a mobile app. The study shows that a group can be formed automatically and that a lightweight communication session then can be initiated for that group.

  • 61. Rana, Juwel
    et al.
    Kristiansson, Johan
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    The strength of social strength: an evaluation study of algorithmic versus user-defined ranking2014In: Proceedings of the ACM Symposium on Applied Computing, New York: ACM Digital Library, 2014, p. 658-659Conference paper (Refereed)
    Abstract [en]

    A family relation is generally considered to be stronger than a relation between coworkers in our society, but the strength of the relation is intrinsic and have been cumbersome to measure. The fact that we increasingly communicate electronically, such as through email, mobile phone calls or social media, has made it possible to automatically measure and analyze the relation between persons. This paper presents an evaluation study of social strength, where the social strength is defined as a metric that represents the tie strength of the relation between persons, calculated based on the frequency, duration, context and media type of the electronic communication between the persons. The study found that the Utility Function performs better because it emphasize the communication frequency between persons. There is however a significant difference in results between the algorithms and the user-defined ranking. This indicates the inability of the algorithms to capture intrinsic knowledge (such as the importance of family bonds and nonelectronic interaction). This would mean that the participants' ranking was colored by their interaction in real-life. It is however evident from the study that the functions provide more accurate results when they utilize multiple sources of communication history over only a single source. Finally, capturing sufficient communication data from multiple data sources is very hard, as access to such data is restricted because of concerns regarding for instance business and privacy. A conclusion is that the algorithms requires a larger data set, preferably being captured continuously over a period longer than 2 weeks, to achieve a better accuracy that is closer to the ground truth. However, the study shows the feasibility of capturing social strength automatically and we believe that the results is an important step towards systems that reason about the relation between persons in order to make communications services more pervasive.

  • 62.
    Rana, Juwel
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Technical Foresight Report on Social Distribution Mechanisms2012Report (Other academic)
    Abstract [en]

    This report aims to identify trends, challenges and recommendations in regard of Social Distribution Mechanisms. This foresight will help expose future themes with high innovation and business potential based on a timeframe roughly 15 years ahead, or 2030! The purpose is to create a common outlook on the future of ICT and to establish a strong community across nodes and partner organizations.

  • 63.
    Rana, Juwel
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Utilizing ego-centric social graphs to support social actorship: social recommendations for nomadic citizens2012Report (Other academic)
  • 64.
    Rana, Juwel
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Morshed, Sarwar
    Green University.
    End-user creation of social apps by utilizing web-based social components and visual app composition2013In: ACM SIG Proceedings, ACM Digital Library, 2013, p. 1205-1214Conference paper (Refereed)
    Abstract [en]

    This paper presents a social component framework for the SatinII App Development Environment. The environment provides a systematic way of designing, developing and deploying personalized apps and enables end-users to develop their own apps without requiring prior knowledge of programming. A wide range of social components based on the framework have been deployed in the SatinII Editor, including components that utilize aggregated social graphs to automatically create groups or recommending/filtering information. The resulting social apps are web-based and target primarily mobile clients such as smartphones. The paper also presents a classification of social components and provides an initial user-evaluation with a small group of users. Initial results indicate that social apps can be built and deployed by end-users within 17 minutes on average after 20 to 30 minutes of being introduced to the SatinII Editor.

  • 65.
    Sakib, Md. Sabbir Rahman
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Quyum, Abdul
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Andersson, Karl
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science. Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Distance- Spanning Technology.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Körner, Ulf
    Lund University.
    Improving Wi-Fi based Indoor Positioning using Particle Filter based on Signal Strength2014In: IEEE ISSNIP 2014: 2014 IEEE 9th International Conference on Intelligent Sensors, Sensor Networks and Information Processing, Conference Proceedings, Piscataway, NJ: IEEE Communications Society, 2014, article id 6827597Conference paper (Refereed)
    Abstract [en]

    Indoor positioning is recognized as one of the upcoming major applications which can be used in wide variety of applications such as indoor navigation and enterprise asset tracking. The significance of localization in indoor environments have made the use of Wi-Fi based indoor positioning so that it can utilize available current wireless infrastructure and perform positioning very easily. In this paper we introduced a user friendly prototype for Wi-Fi based indoor positioning system where a user can identify its own position in indoor. Wi-Fi received signal strength (RSS) fluctuations over time introduce incorrect positioning. To minimize the fluctuation of RSS, we developed Particle Filters with the prototype. A comparison between with and without Particle Filter for error performance is presented and at the same time it is also noticed that variation in number of particles could change the positioning accuracy. Moreover comparison between calibration data in all directions and in one direction while constructing a radio map is presented.

  • 66.
    Schefström, Dick
    et al.
    LTU.
    Widen, Johnny
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Parnes, Peter
    Synnes, Kåre
    Söderlund, Anders
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    Education direct: entering the world beyond the web1998Conference paper (Refereed)
  • 67.
    Svensson, Sara
    et al.
    Luleå tekniska universitet.
    Hallberg, Josef
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Signals and Systems.
    Lindgren, Per
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Embedded Internet Systems Lab.
    Östmark, Åke
    Delsing, Jerker
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Embedded Internet Systems Lab.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Cross-country skiers go on-line2006Report (Other academic)
    Abstract [en]

    This article presents a pervasive computing system which give spectators of sport events an enriched media experience. The system utilizes Internet- enabled sensor technology integrated into a context-aware platform and was evaluated during real-life use at the Vasaloppet cross-country ski event. Sensor data was transmitted from contestants, using Bluetooth wireless ad- hoc networking and GPRS technology, to the context-aware platform which in turn presented the sport event spectator with a personalized and context- aware view. The system architecture and integration of components are discussed in this article, together with evaluations from technical and user perspectives. The results confirm that our approach is technically feasible and that the system provides an enriched media-experience for the majority of spectators.

  • 68.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Aktivitet: Affiliated Researcher at EIT ICT Labs2010Other (Other (popular science, discussion, etc.))
    Abstract [en]

    Affiliated Researcher at EIT ICT Labs

  • 69.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Aktivitet: Associated Researcher at the Centre for Distance-spanning Technology (CDT)1995Other (Other (popular science, discussion, etc.))
    Abstract [en]

    Associated Researcher at the Centre for Distance-spanning Technology (CDT)

  • 70.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Aktivitet: Lärarledamot i anställningsnämnd 1 vid LTU2013Other (Other (popular science, discussion, etc.))
    Abstract [sv]

    Lärarledamot i anställningsnämnd 1 vid LTU

  • 71.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Net-based Learning and the mStar Environment1999Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    This licentiate thesis focuses on how to design a robust and flexible environment for net-based learning. The environment is required to be scalable for large groups, robust over lossy networks, flexible to meet different learning scenarios, and support interactivity. The mStar environment presented in this thesis has been developed to meet these requirements. The environment is scalable through the use of IP multicast and a server-less design. Robustness is achieved by separating traffic by loss tolerance, where traffic that accept no loss uses a reliable multicast protocol and traffic that can accept some loss uses repair techniques. To enhance robustness even further, network resource management is suggested. Everything from small group meetings to large lectures is supported, which together with the possibility to use the tools asynchronously gives the flexibility needed. The tools in the environment are fully symmetric, which allows everyone equal access and thus supports full interactivity. Students using the mStar environment is no longer bound by physical distance, since they can easily take part of lectures, seminars and group discussions electronically. They can also be connected via not multicast enabled low bandwidth networks, since they can tunnel concentrated traffic to thir local hosts. The students are also less bound by time, as they can use the mMOD system to access recorded sessions or the WWW to access course information.

  • 72.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    On distributed real-time systems: the mStar environment, net-based learning and context-aware applications2002Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This doctoral thesis presents two frameworks for distributed real-time systems, the mStar environment for Computer Supported Collaborative Work (CSCW) and the Alipes architecture for context-aware applications, from the perspective of distributed teamwork and net-based learning. The mStar environment was designed to be symmetric and fully distributed, which allows all users equal access and thus full interactivity, as well as scalable through the use of IP multicast and a server-less design. The environment makes use of reliable multicast, network resource management and packet loss recovery techniques to increase robustness. Heterogeneous networks and terminals are supported through tunneling and transcoding of media. Asynchronous use of the environment is made possible through support for recording and replay of sessions. It is therefore well equipped to meet the requirements for net-based learning, as the inherent time- and location-independence allows students to follow distributed courses, when otherwise large geographical distances or time restrictions otherwise would limit where and when education could be offered. The student can be anything from a full-time student attending lectures physically at the university, to a part-time student following courses from his home during evenings and weekends. Students will thus have increased possibilities of taking part in education. The Alipes architecture for context-aware applications allows multiple positioning techniques to be seamlessly interchanged and combined, enabling applications to utilize a single interface, yet benefit from several advantages that single positioning techniques cannot offer alone. Add peer-to-peer interchange of position information using ad-hoc networks, and the platform offers a wide variety of techniques to be interchanged or combined, with obvious advantages such as increased coverage and accuracy. Privacy issues are central to managing a user?s context information, for example his position, as that information could cause serious violations of personal integrity if misused. The Alipes architecture handles privacy through general criteria and contracts between users and location servers. Information exchange is typically carried out on a peer-to-peer basis using ad-hoc networks. Integrated examples could be combining locating a nearby tutor with setting up a conference call to initiate a tutoring session, using context information to enhance the perceived feeling of presence within the mStar environment or to optimize network-usage depending on the user?s context. A final conclusion is that systems aiming at enhancing the social aspects of distributed applications by using context information might be important, if not vital, when creating new real-time services for mobile terminals.

  • 73.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Artopoulos, Georgios
    The Cyprus Institute, Nicosia, Cyprus.
    Smaniotto Costa, Carlos
    Universidade Lusófona, Lisbon, Portugal.
    Menezes, Marluci
    National Laboratory for Civil Engineering – LNEC, Lisbon, Portugal.
    Redaelli, Gaia
    Politecnico di Milano, Milan, Italy.
    CyberParks Songs and Stories - Enriching Public Spaces with Localized Culture Heritage Material such as Digitized Songs and Stories: Enriching Public Spaces with Localized Culture Heritage Material such as Digitized Songs and Stories2019In: CyberParks - The Interface Between People, Places and Technology: New Approaches and Perspectives / [ed] Carlos Smaniotto Costa, Springer, 2019, p. 224-237Chapter in book (Refereed)
    Abstract [en]

    This chapter offers theoretical considerations and reflections on technological solutions that contribute to digitally supported documentation, access and reuse of localised heritage content in public spaces. It addresses immaterial cultural heritage, including informal stories that could emerge and be communicated by drawing hyperlinks between digitised assets, such as songs, images, drawings, texts and more, and not yet documented metadata, as well as augmenting interaction opportunities with interactive elements that relate to multiple media stored in databases and archives across Europe. The aim is to enable cultural heritage to be experienced in novel ways, supported by the proliferation of smartphones and ubiquitous Internet access together with new technical means for user profiling, personalisation, localisation, contextawareness and gamification. The chapter considers cyberparks as digitally enhanced public spaces for accessing and analyzing European cultural heritage and for enriching the interpretation of the past, along with theoretical ramifications and technological limitations. It identifies the capacities of a proposed digital environment together with design guidelines for interaction with cultural heritage assets in public spaces. The chapter concludes with describing a taxonomy of digital content that can be used in order to enhance association and occupation conditions of public spaces, and with discussing technological challenges associated with enriching public spaces with localized cultural heritage material.

  • 74.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Kranz, Matthias
    University of Passau.
    Rana, Juwel
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Schelén, Olov
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    User-Centric Social Interaction for Digital Cities2017In: The internet of things: breakthroughs in research and practice, IGI Global, 2017, p. 41-70Chapter in book (Refereed)
    Abstract [en]

    Pervasive Computing was envisioned by pioneers like Mark Weiser, but has yet to become an everyday technology in our society. The recent advances regarding Internet of Things, social computing and mobile access technologies however converge to make pervasive computing truly ubiquitous. The key challenge is however to make simple and robust solutions for normal users, which shifts the focus from complex platforms involving machine learning and artificial intelligence to more hands on construction of services that are tailored or personalized for individual users.This chapter therefore discusses Internet of Things together with Social Computing as a basis for components that users in a ’digital city’ could utilize to make their daily life better, safer, etc. A novel environment for user-created services, such as social apps, is presented as a possible solution for this. The vision is that anyone could make simple service based on Internet-enabled devices (Internet of Things) and encapsulated digital resources such as Open Data, which also can have social aspects embedded.This chapter also aims to identify trends, challenges and recommendations in regard of Social Interaction for Digital Cities. This work will help expose future themes with high innovation and business potential based on a timeframe roughly 15 years ahead of now. The purpose is to create a common outlook on the future of information and communication technologies (ICT) based on the extrapolation of current trends and ongoing research efforts.

  • 75.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Kranz, Matthias
    Rana, Juwel
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Schelén, Olov
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    User-Centric Social Interaction for Digital Cities2013In: Creating Personal, Social, and Urban Awareness through Pervasive Computing, IGI Global, 2013, p. 318-346Chapter in book (Refereed)
    Abstract [en]

    Pervasive Computing was envisioned by pioneers like Mark Weiser, but has yet to become an everyday technology in our society. The recent advances regarding Internet of Things, social computing and mobile access technologies however converge to make pervasive computing truly ubiquitous. The key challenge is however to make simple and robust solutions for normal users, which shifts the focus from complex platforms involving machine learning and artificial intelligence to more hands on construction of services that are tailored or personalized for individual users.This chapter therefore discusses Internet of Things together with Social Computing as a basis for components that users in a ’digital city’ could utilize to make their daily life better, safer, etc. A novel environment for user-created services, such as social apps, is presented as a possible solution for this. The vision is that anyone could make simple service based on Internet-enabled devices (Internet of Things) and encapsulated digital resources such as Open Data, which also can have social aspects embedded.This chapter also aims to identify trends, challenges and recommendations in regard of Social Interaction for Digital Cities. This work will help expose future themes with high innovation and business potential based on a timeframe roughly 15 years ahead of now. The purpose is to create a common outlook on the future of information and communication technologies (ICT) based on the extrapolation of current trends and ongoing research efforts.

  • 76.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Kranz, Matthias
    Schelén, Olov
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Rana, Juwel
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Technical foresight report on social interaction for digital cities2012Report (Other academic)
    Abstract [en]

    This report aims to identify trends, challenges and recommendations in regard of Social Interaction for Digital Cities. This foresight will help expose future themes with high innovation and business potential based on a timeframe roughly 15 years ahead. The purpose is to create a common outlook on the future of ICT and to establish a strong community across EIT ICT Labs nodes and partner organizations.

  • 77.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Lachapelle, Serge
    Luleå tekniska universitet.
    Parnes, Peter
    Distributed education using the mStar environment1998In: WebNet 1998: [Orlando, Florida, November 7 - 12, 1998] ; the 1998 edition contains electronic versions of papers presented at the conference / [ed] Hermann Maurer; Richard G. Olson, Charlottesville, Va: Association for the Advancement of Computing in Education, 1998Conference paper (Refereed)
  • 78.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Lachapelle, Serge
    Luleå tekniska universitet.
    Parnes, Peter
    Schefström, Dick
    Luleå tekniska universitet.
    Distributed education using the mStar environment1997Report (Other academic)
    Abstract [en]

    The mStar environment for distributed education utilizes the WWW and IP-multicast to enable teacher-student collaboration over large geographic distances. Several educational projects, spanning from secondary school courses to company internal training, have deployed the mStar environment. This paper reports on experiences gained over a year of practice at the Luleå University of Technology and the Centre for distance-spanning Technology. The paper presents the methodology and technology used, while recognizing usage scenarios such as preparation of presentation material, distributed presentations, asynchronous playback of recorded and edited material, and virtual meetings for educational support.

  • 79.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Lachapelle, Serge
    Luleå tekniska universitet.
    Parnes, Peter
    Schefström, Dick
    Luleå tekniska universitet.
    Distributed education using the mStar environment1998In: Journal of universal computer science (Online), ISSN 0948-695X, E-ISSN 0948-6968, Vol. 4, no 10, p. 807-823Article in journal (Refereed)
    Abstract [en]

    The mStar environment for distributed education utilizes the WWW and IP-multicast to enable teacher-student collaboration over large geographic distances. Several educational projects, spanning from secondary school courses to company internal training, have deployed the mStar environment. This paper reports on experiences gained over a year of practice at the Lulea University of Technology and the Centre for Distance-spanning Technology. The paper presents the methodology and technology used, while recognizing usage scenarios such as preparation of presentation material, distributed presentations, asynchronous playback of recorded and edited material, and virtual meetings for educational support

  • 80.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Lilja, Margareta
    Luleå University of Technology, Department of Health Sciences, Health and Rehabilitation.
    Nyman, Anneli
    Luleå University of Technology, Department of Health Sciences, Health and Rehabilitation.
    Espinilla, Macarena
    Cleland, Ian
    Sanchez Comas, Andres Gabriel
    Comas Gonzalez, Zhoe Vanessa
    Hallberg, Josef
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Signals and Systems. Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Karvonen, Niklas
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Ourique de Morais, Wagner
    Cruciani, Federico
    Nugent, Chris
    H2Al - The Human Health and Activity Laboratory2018In: 12th International Conference on Ubiquitous Computing and Ambient ‪Intelligence (UCAmI 2018), Punta Cana, Dominican Republic, 4-7 December, 2018. / [ed] MDPI, MDPI, 2018, Vol. 2, article id 1241Conference paper (Refereed)
    Abstract [en]

    The Human Health and Activity Laboratory (H2Al) is a new research facility at Luleå University of Technology implemented during 2018 as a smart home environment in an educational training apartment for nurses and therapists at the Luleå campus. This paper presents the design and implementation of the lab together with a discussion on potential impact. The aim is to identify and overcome economical, technical and social barriers to achieve an envisioned good and equal health and welfare within and from home environments. The lab is equipped with multiple sensor and actuator systems in the environment, worn by persons and based on digital information. The systems will allow for advanced capture, filtering, analysis and visualization of research data such as A/V, EEG, ECG, EMG, GSR, respiration and location while being able to detect falls, sleep apnea and other critical health and wellbeing issues. The resulting studies will be aimed towards supporting and equipping future home environments and care facilities, spanning from temporary care to primary care at hospitals, with technologies for activity and critical health and wellness issue detection. The work will be conducted at an International level and within a European context, based on a collaboration with other smart labs, such that experiments can be replicated at multiple sites. This paper presents some initial lessons learnt including design, setup and configuration for comparison of sensor placements and configurations as well as analytical methods.

  • 81.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Nord, James
    Luleå tekniska universitet.
    Parnes, Peter
    Location privacy in the Alipes platform2003In: Proceedings of the 36th Annual Hawaii International Conference on System Sciences: : 6 - 9 January 2003, Big Island, Hawaii / [ed] Ralph H. Sprague, Los Alamitos, Calif: IEEE Communications Society, 2003Conference paper (Refereed)
    Abstract [en]

    An increasing number systems use contextual information about their users. Such contextual information can be used to design applications that survey usage and adapt thereafter, or simply just use context information to optimize presentation. Context information could therefore be used to create applications for the benefit of the users of the system, but the same information could cause serious violations of personal integrity if misused. Locality may be the most widely used, but also the most sensitive contextual information. The Alipes platform makes it easy to create location-based services while enforcing user privacy and integrity. The platform handles privacy through rules that describe how and under what circumstances a user’s context may be distributed to other users, for example rules describing limitations concerning the user’s context, a certain time period, the number of queries and the type of applications. This paper presents how location privacy is enforced in the Alipes platform.

  • 82.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Parnes, Peter
    Schefström, Dick
    Luleå tekniska universitet.
    Robust audio transport using mAudio1999Report (Other academic)
    Abstract [en]

    This report gives an overview of how to achieve robust transport of real-time audio streams over lossy Internet connections. Due to congestion and jitter, packet delay and loss are incurred on these audio streams, resulting in distortion. The losses can be repaired using receiver-only, sender-initiated or receiver-initiated techniques. Depending on the actual network condition, an optimal technique can be selected using adaptive behavior in the applications. Studies have shown that losses up to 20% can be effectively repaired using fairly simple techniques. The report also gives initial results from subjectively evaluating audio quality and presents an research prototype called mAudio that has been used to experiment with many of the loss recovery techniques mentioned in this report.

  • 83.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Parnes, Peter
    Widen, Johnny
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Schefström, Dick
    LTU.
    Net-based Learning for the Next Millenium1999In: Net-based Learning for the Next Millenium, Luleå: Luleå tekniska universitet, 1999Chapter in book (Other academic)
    Abstract [en]

    Luleå University of Technology has for the last few years deployed a net-based learning environment, mStar, to distribute courses to students independent of time and geographic distance. The mStar enviroment gives remotely attending students equal possibilities as traditionally attending students to take an active part of a course, as well as enhancing the learning experience for all students. This is made possible through a novel combination of IP-multicast technology and the WWW. This paper reports on experiences gained over a few years of practice and depicts a vision of the next generation of the mStar environment.

  • 84.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Parnes, Peter
    Widen, Johnny
    Schefström, Dick
    LTU.
    Student 2000: net-based learning for the next millenium1999In: WebNet 99: World Conference on the WWW and Internet ; [Honolulu, Hawaii, October 24 - 20, 1999] ; contains electronic versions of papers presented at WebNet Conferences 1996 - 1999 / [ed] Paul De Bra, Charlottesville, Va: Association for the Advancement of Computing in Education, 1999, p. 1031-1036Conference paper (Refereed)
    Abstract [en]

    Luleå University of Technology has for the last few years deployed a net-based learning environment, mStar, to distribute courses to students independent of time and geographic distance. The mStar enviroment gives remotely attending students equal possibilities as traditionally attending students to take an active part of a course, as well as enhancing the learning experience for all students. This is made possible through a novel combination of IP-multicast technology and the WWW. This paper reports on experiences gained over a few years of practice and depicts a vision of the next generation of the mStar environment.

  • 85.
    Synnes, Kåre
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Söderström, Tor
    Luleå tekniska universitet.
    Parnes, Peter
    Learning in desktop video-conferencing environments2001In: WebNet 2001: World Conference on the WWW and Internet ; [Orlando, Florida, October 23 - 27, 2001 / [ed] Wendy Fowler, Norfolk, Va: Association for the Advancement of Computing in Education, 2001Conference paper (Refereed)
    Abstract [en]

    Luleå University of Technology has since 1997 used net-based learning environments based on desktop video-conferencing tools to distribute courses to students. It has been claimed that the environment gives remotely attending students equal possibilities as traditionally attending students to take an active part of a course, as well as enhancing the learning experience for all students. This is in part true, but in reality there are many pedagogical and technical obstacles to overcome before a course can be seen as successful. This paper identifies a number of problems, which will be considered from both a pedagogical and technical perspective.

  • 86.
    Visuri, Aku
    et al.
    Center for Ubiquitous Computing, University of Oulu.
    Ferreira, Denzil
    Center for Ubiquitous Computing, University of Oulu.
    Pirttikangas, Susanna
    Center for Ubiquitous Computing, University of Oulu.
    Kotakos, Vassilis
    University of Melbourne.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Lindqvist, Janne K.O.
    Rutgers University.
    Nishiyama, Yuuki
    Keio University.
    UbiMI'17: Ubiquitous mobile instrumentation2017In: UbiComp/ISWC 2017: Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers11 September 2017, New York: Association for Computing Machinery (ACM), 2017, p. 448-451Conference paper (Refereed)
    Abstract [en]

    Mobile devices (smartphones, smartwatches, etc.) allow us to reach people anywhere, anytime. Collectively, these devices form a ubiquitous computer that offers valuable insights on the user. In addition to the benefits for researchers and developers, explored in previous UbiMI workshops, devices can also help individuals understand their own health, activities, and behaviour. The Ubiquitous Mobile Instrumentation (UbiMI) workshop focuses on using mobile devices as instruments to collect sensing data, to understand human-behaviour and routines, and to gather users' context using sensor instrumentation

  • 87.
    Wiss, Ulrika
    et al.
    Luleå tekniska universitet.
    Carr, David
    Luleå tekniska universitet.
    Synnes, Kåre
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Schefström, Dick
    Luleå tekniska universitet.
    CRES: a Competitive Reactive Eco-System Agent Architecture1998Report (Other academic)
    Abstract [en]

    This paper presents CRES, a learning reactive agent architecture for managing limited resources. CRES achieves complicated behavior with simple components, minimizes the need for explicit instructions, and can handle learning without the need for complicated reasoning or the need for each agent to know the state of the entire system. CRES consists of two main components: the reactive agents and the environment. The agents learn by feeding on previous agent generations, and compete to create an emergent behavior. A TV-planner agent has been developed as a proof-of concept for the CRES architecture. It consists of a Java applet that interacts with a user, and a database that stores TV show data, user data, and agent data.

12 51 - 87 of 87
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