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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Protecting software in embedded IoT units : The impact of code obfuscation / Skydda mjukvara i inbyggda enheter som IoT enheter : Undersök påvärkan av kodobfuskering i en inbyggd IoT enhet

Karlsson, Fredrik January 2023 (has links)
Embedded Internet of Things (IoT) products are taking up a larger part of the market thanks to smaller, cheaper and more advanced components. For companies that spend time and resources on developing software for these products, it is important to keep that software secure to maintain the advantage gained. This can be done in multiple ways, each with its own advantages and disadvantages. One way is by utilizing code obfuscation to make the software more difficult to understand and therefore harder to reverse engineer. However, changing the code comes at a cost, this thesis aims to find out what that cost is. This is done by comparing two versions of code: the original code and its obfuscated version. These versions were compared with respect to execution time and readability. The results of the tests indicate a small increase in execution time for the obfuscated version, but it also showed a big increase in how difficult it was to read. This means that obfuscating code will have a small performance penalty, but is much more resilient to reverse engineering. It is also important no note that manually obfuscating code is not practical for a production environment, since a large part of the development time will be spent on obfuscating the code instead of improving it. Therefore, it is important to have an automated obfuscation tool. / Inbyggda IoT produkter tar upp en större del av marknaden tackvare billigare, mindre och mer avancerade komponenter. För företagen som spenderar tid och resurser på att utveckla mjukvara till dessa produkter är det viktikgt att hålla den mjukvaran säker. Detta kan göras på många olika sätt, varje med sina fördelar och nackdelar. Ett sätt är att använda kodobfuskering för att göra mjukvaran svårare att förstå och darmed svårare att baklängeskonstruera (reverse engineer). Men, att ändra koden kommer med ett pris, denna uppsats försöker hitta vad den kostnaden är. Detta görs genom att gämföra två versioner av kod: orginalet och en obfuskerad version av den. Dessa versioner gämförs sedan på exekveringstid och lasbarhet. Resultatet av testet visar en liten ökning i exekveringstid för den obfuskerade versionen, men en stor ökning i hur svår den är att förstå. Detta betyder att obfuskerad kod kommer ha en lite sämre prestanda, men är mycket med tålig för baklängeskonstruktion (reverse engineering). Det är också viktigt att påpeka att manuell kod obfuskering inte är praktiskt för en produktionsmiljö, då mycket tid kommer läggas på att obfuskera koden istället för att förbättra den. Därför är det viktigt att ha ett aotumatisk obfuskerings verktyg.
62

“De är kompisar” : En studie om möjligheterna att utvinna affärsnytta utifrån den ökande mängd data Internet of Things genererar

Bjellman, Evelina, Gunnarsson, Anton January 2016 (has links)
No description available.
63

A FRAMEWORK FOR DATA DELIVERY IN INTEGRATED INTERNET OF THINGS ARCHITECTURES

Alfagih, ASHRAF 01 May 2013 (has links)
The Internet of Things (IoT) represents a networking paradigm where entities are viewed as objects that are identifiable, traceable and connected. This view requires the integration and interoperability of numerous wireless standards. Radio Frequency Identification (RFID) systems and Wireless Sensor Networks (WSNs) are two dominant technologies that jointly constitute a class of hybrid/integrated IoT architectures known as RFID-Sensor Networks (RSNs). Data delivery across such integrated architectures faces challenges in terms of cost-efficiency, scalability and connectivity, among many others. Moreover, IoT-driven solutions are required to address constraints on node mobility, delay-tolerance and resource management, and may have to adhere to an economic model in order to establish incentive-based schemes. Most available RSN solutions are tailored for a single-application and fail to address the aforementioned IoT constraints. To the best of our knowledge, a detailed framework that comprehensively addresses such constraints does not exist. We investigate this promising research direction by proposing a novel framework that incorporates an RSN integrated architecture to improve delivery over heterogeneous topologies. Our framework provides data delivery solutions that adhere to delivery and connectivity considerations of integrated RSN architectures in IoT. Moreover, our data delivery solutions incorporate pricing policies for incentive public sensing applications over the proposed architecture. We show, by theoretical analysis and simulations, that our framework outperforms rival RSN integration approaches, as well as other wireless Ad-hoc data delivery schemes in realizing IoT performance requirements. / Thesis (Ph.D, Computing) -- Queen's University, 2013-05-01 15:09:52.668
64

The Impact of Internet of Things on Building Services Engineering

Ringvall, Robert January 2017 (has links)
Today communicating sensors are everywhere. There are sensors in our smart phones, in our vehicles, even in our homes. As the technology in electronics and wireless communication is developed more devices is installed all around us. The Internet connected network of physical objects is called the Internet of Things (IoT). The IoT devices send, receive and exchange data in order to control, monitor and optimize. The possible appliances for IoT spans industries, healthcare, cities, airports, and much more. This project targets the current state of IoT, how the development of IoT might affect building services engineering and possible future IoT appliances in buildings. The main appliances of IoT in buildings are energy saving procedures, maintenance improvements, chore automation and security enhancements. Energy saving in buildings has been a hot topic for many years due to global warming. IoT offers the possibility to reduce greenhouse gases, not only locally but also on a grander scheme. This project investigate possible energy savings by assuming that IoT can create an optimal ventilation and heating schedules. The analysis is carried out by simulating energy consumption in an apartment building using IDA ICE. The apartment building used as a reference model is located in Lycksele, Sweden. The result shows a modest energy saving of 100 kWh/apartment for heating and 250 kWh/apartment for ventilation optimization. The conclusion is that energy saving potential of IoT lies in interoperability between devices and the possibility to find correlations between data, not in individual optimizations. The main focus of IoT today in the building sector is to assist facility management with supervision of real estate. Sensors that send information about the state of devices decreases the supervision time of operating technicians. It's fundamental for facility management companies to cooperate with building engineering companies in order to avoid a constant change of batteries in IoT devices installed in buildings. By settle necessary power connections during the construction phase of a building the need for batteries is limited.
65

Distributed Technology-Sustained Pervasive Applications

Nevelsteen, Kim J.L. January 2016 (has links)
Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of ‘non-standard input devices’ and with the rise of the Internet of Things (IoT), pervasive applications can be expected to move beyond games. This dissertation is requirements- and development-focused Design Science research for distributed technology-sustained pervasive applications, incorporating knowledge from the domains of Distributed Computing, Mixed Reality, Context-Aware Computing, Geographical Information Systems and IoT. Computer video games have existed for decades, with a reusable game engine to drive them. If pervasive games can be understood as computer games interfacing with the physical world, can computer game engines be used to stage pervasive games? Considering the use of non-standard input devices in pervasive games and the rise of IoT, how will this affect the architectures supporting the broader set of pervasive applications? The use of a game engine can be found in some existing pervasive game projects, but general research into how the domain of pervasive games overlaps with that of video games is lacking. When an engine is used, a discussion of, what type of engine is most suitable and what properties are being fulfilled by the engine, is often not part of the discourse. This dissertation uses multiple iterations of the method framework for Design Science for the design and development of three software system architectures. In the face of IoT, the problem of extending pervasive games into a fourth software architecture, accommodating a broader set of pervasive applications, is explicated. The requirements, for technology-sustained pervasive games, are verified through the design, development and demonstration of the three software system architectures. The scaling up of the architecture to support distributed pervasive applications, is based on research in the domain of Virtual Worlds and IoT. The results of this dissertation are: the aligning of the Pervasive Games research domain with that of Virtual Worlds, the mapping of virtual time and space to physical counterparts, the scaling up of pervasive games to distributed systems, and the explication of the problem of incorporating IoT into pervasive applications. The implication of this dissertation is to ensure that pervasive games are not left reinventing existing technologies. / Teknikförmedlade verklighetsspel (technology-sustained pervasive games), i motsats till teknikstödda verklighetsspel (technology-supported pervasive games), kan förstås som dataspelets gränssnitt mot den fysiska världen. Verklighetsspel games är kända för att använda sig av ‘icke-standardiserade inmatningsenheter’ och med ökningen av Sakernas Internet (Internet of Things) (IoT), kan verklighetsapplikationer (pervasive applications) förväntas gå längre än verklighetsspel. Denna avhandling omfattar krav- och utvecklingfokuserad (Design Science) forskning för distribuerad teknik omfattande verklighetsspel, som innehåller kunskap från områdena distribuerad databehandling (Distributed Computing), blandad realitet (Mixed Reality), kontextmedveten databehandling, geografiska informationssystem och IoT. Dataspel har funnits i decennier, ofta med en återanvändbar spelmotor för att driva dem. Om verklighetsspel kan förstås som dataspel med gränssnitt mot den fysiska världen, kan då dataspelsmotorer användas för att iscensätta verklighetsspel? Med tanke på användningen av ickestandardiserade inmatningsenheter i verklighetsspel och den tilltagande mängde IoT tillämpningar, hur kommer detta att påverka arkitekturen som stöder verklighetsspel? Användningen av en konventionell spelmotor kan återfinnas i vissa befintliga verklighetsspelsprojekt, men mer generell forskning om hur verklighetsspel överlappar med konventionella dataspel saknas. När en konventionell dataspelsmotor används, är en diskussion om vilken typ av motor som är mest lämplig och vilka egenskaper uppfylls av motorn ofta inte en del av diskursen. Denna avhandling använder flera iterationer av metodramverket för design vetenskap (method framework for Design Science) för konstruktion och utveckling av tre mjukvarusystemarkitekturer. Med tanke på IoT utarbetas problemet att utvidga verklighetsspel till en fjärde mjukvaruarkitektur som kan tillmötesgå en bredare uppsättning av verklighetsapplikationer. Kraven för teknikförmedlade verklighetsspel verifieras genom design, utveckling och demonstration av tre mjukvarusystemarkitekturer. Uppskalning av arkitekturen för att stödja distribuerade verklighetsspel är baserad på forskning inom området för virtuella världar och IoT. Resultaten från avhandlingen är: anpassning av forskningsområdet verklighetsspel med forskningsområdet virtuella världar, metod för matchning av virtuell tid och utrymme till fysiska motsvarigheter, uppskalning av verklighetsspel till distribuerade system, och utarbetning av problemen med att införliva IoT in verklighetsapplikationer. Innebörden av denna avhandling är att se till att implementeringen av verklighetsspel inte leder till att man återuppfinner redan existerande teknik. / <p>At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 4: Submitted. Paper 6: Submitted. Paper 7: Submitted.</p>
66

A Distributed Security Scheme to Secure Data Communication between Class-0 IoT Devices and the Internet

King, James January 2015 (has links)
This thesis focuses on securing data exchanged between highly constrained IoT devices and the internet. This thesis builds on existing research by combining elements of different research solutions to create a more secure solution. This solution helps to solve gaps in security left behind by existing solutions through the use of symmetric cryptography in data objects and IoT security gateways which act as intermediaries between devices and the internet. The goal of this research is to provide a security solution for devices which do not have the resources necessary to effectively implement the recommended TLS based protocols for secure communication over the internet. The solution provides confidentiality to data traveling between device and gateway while also providing confidentiality, integrity and authenticity to data traveling across the internet. The solution works by delegating demanding security processes to an IoT security gateway which securely processes communications to and from the internet using HTTPS (SSL/TLS). Security of data being passed between device and gateway is provided with AES symmetric encryption at the Data Link and Data Object layers. The performance of the solution is measured by timing the security process of the IoT device while also measuring the resource requirements of applying the solution to the device. / <p>Validerat; 20150622 (global_studentproject_submitter)</p>
67

Composing and connecting devices in animal telemetry network

Krishna, Ashwin January 1900 (has links)
Master of Science / Department of Computing and Information Sciences / Venkatesh P. Ranganath / As the Internet of Things (IoT) continues to grow, the need for services that span multiple application domains will continue to increase to realise the numerous possibilities enabled by IoT. Today, however, heterogeneity among devices leads to interoperability issues while building a system of systems and often give rise to closed ecosystems. The issues with interoperability are driven by the inability of devices and apps from different vendors to communicate with each other. The interoperability problem forces the users to stick to one particular vendor, leading to vendor lock-in. To achieve interoperability, the users have to do the heavy lifting (at times impossible) of connecting heterogeneous devices. As we slowly move towards system-of-systems and IoT, there is a real need to support heterogeneity and interoperability. A recent effort in Santos Lab developed Medical Device Coordination Framework (MDCF), which was a step to address these issues in the space of human medical systems. Subsequently, we have been wondering if a similar solution can be employed in the area of animal science. In this effort, by borrowing observations from MDCF and knowledge from on-field experience, we have created a demonstration showcasing how a combination of precise component descriptions (via DSL) and communication patterns can be used in software development and deployment to overcome barriers due to heterogeneity, interoperability and to enable an open ecosystem of apps and devices in the space of animal telemetry.
68

Internet of Things i Hyresfastigheter : Förutsättningar för implementering av ny teknik

Bratel, Daniel, Bernestrå, Christopher January 2016 (has links)
The purpose of this report is to review the current conditions exsisting for the implementation of Internet of Things in apartment buildings and how insight can be accomplished for these conditions in real estate companies. Internet of Things is a technology which has increased in popularity in later years and builds on objects connecting to each other or the internet. In conjunction with the reduction of implementation costs for the technology and the increase of possible applications, an interest has grown in many different business sectors. This study concerns the real estate company FinaHem, where the conditions for measurement of different values using connected sensors is analyzed. To answer the formulated questions regarding technological efficiency, financial factors and how a potential solution using Internet of Things would be recieved by tenants, this paper is designed as a case study. The case study evaluates the operations of FinaHem and utilizes both qualitative and quantitative methods, as well as a business case method. The result and the analysis from the study indicates important factors for the company’s conditions to implement Internet of Things. Technological solutions regarding energy savings, detections of water damage, and visualisation has exhibited business value. Furthermore, the importance of evaluating opinions from residents, and creating a positive experience for them, is established.
69

Impact of Internet of Things on Urban Mobility

Vaidian, Iulia, Azmat, Muhammad, Kummer, Sebastian 07 1900 (has links) (PDF)
The urban population is predicted to increase to 66% by 2050. The rapid growth of urbanization and increasing congestion are significant challenges faced by the world today. Innovative solutions in urban mobility are key for a successful development and a sustainable future. The new paradigm, Internet of Things (IoT), facilitates the need for new approaches in urban transportation, leading to a modern concept: Smart Mobility. The boom of technology and innovation from recent years allowed a great expansion of IoT. Furthermore, the number of smart devices that communicate, cooperate and complement each other, grows rapidly in every domain broadening the scope of IoT applications. This paper sets to discuss the impact that IoT might have on urban mobility, mentioning its implications, challenges and technical solutions. It further reviews the advancements made in the transport infrastructure along the years that support the emergence of Smart Mobility. Three main research questions stay at the forefront of this paper which are drafted in pursuit of the solutions for the problems and challenges currently faced by urban transportation. Which leads to a sustainable future with efficient and effective urban transportation system. The paper uses a mix-method approach, using on one hand qualitative research for literature review (State of the field) and on the other hand quantitative research to assess public opinion on the research topic, through an online questionnaire. To answer the research questions with proper arguments, both research methods were necessary, which lead to optimal results. The results of the questionnaire were interpreted based on Spearman's correlation and descriptive statistical analysis. They brought an in-depth view on the public opinion regarding IoT and the developments enabled by this paradigm within the urban mobility sphere. The output of the questionnaire highlights the eagerness of participants usually stuck in traffic to see innovation within urban mobility. Over all the results based on the opinions suggest that the public strongly believes in the Internet of Thing's applications and its adaptation will benefit the urban transportation system. Furthermore, new developments in the urban mobility sphere will be largely embraced.
70

DMX-communication over Bluetooth low energy mesh network

Danielsson, Thomas January 2019 (has links)
With the addition of mesh capability to Bluetooth low energy(BLE) in 2017 new possibilities open up for the Internet of Things applications of Bluetooth. With the rapidly increasing number of connected devices a few new standards are competing for being the standard protocol for low power mesh communication. BLE is mostly aimed towards low bandwidth data such as sensor readings or light control. However, this thesis attempts to investigate the viability of adapting BLE mesh nodes to communicate DMX-data which is a protocol widely used in lightning and stage effects. The system is implemented on Bluetooth development kits and the latency and power consumption are measured. The results show that the latency is significant and with high variance if the full DMX frame is transmitted, rendering the application non-applicable on many real-time applications. It can however be justified in some applications due to Bluetooth's well established eco-system of devices and functionality where the nodes could extend their capabilities by implementing already established BLE models. By only transmitting the updated channels the latency can be lowered to values that would in some applications be indistinguishable from wired connection. The energy consumption of BLE mesh suffers greatly with the addition of mesh due to its constant scanning but by implementing low power nodes which keep the radio off during certain intervals this consumption could be greatly decreased. The results also show a high variance of latency depending on the node configuration regarding to the placements and the number of hops required to reach the intended recipient. / Bluetooth har länge varit standardprotokollet för kommunikation mellan två stycken enheter. 2017 kom tillägget med mesh till Bluetooth. Mesh innebär att andra enheten i närheten ska skicka vidare meddelanden och därigenom tillåta kommunikation mellan enheter som är utanför direkt radiokontakt. DMX är ett protokoll som används inom ljus- och sceneffekter. Bluetooth mesh är utformat för att skicka små datamängder som till exempel sensordata eller styra glödlampor. Denna uppsats kommer utvärdera om det är användbart att skicka DMX-data över Bluetooth mesh. En implementation gjordes på Bluetooth utvecklingskort och resultatet visar på en signifikant fördröjning och med hög varians vid överföring av alla DMX-kanaler, vilket innebär att denna implementation inte är användbar vid många användningsområden. Men trots det kan den vid vissa fall vara användningsbar, mycket till hjälp av Bluetooths billiga och utbyggda ekosystem av produkter och tilläggsfunktioner. Eftersom Bluetooth mesh byggs in i en del befintliga byggnader kan de uppoffringar man får göra vid överföringar av DMX-data vara acceptabel då man kan uttnyttja befintliga nät. Strömförbrukningen ökar avsevärt vid mesh jämfört med klassisk lågenergi Bluetooth då mesh måste skanna radiotrafiken konstant. Vid implementationen av lågenergi noder kan dock radio vara i stand-by och starta endast vid speciella tidpunkter och man kan därigenom få avsevärt lägre strömförbrukning, med uppoffringen att DMX-datan inte kan överföras omgående. Det visade sig också att noduppställningen kraftigt påverkade variansen i överföringshastighet och att detta måste ta i hänsyn vid valet om DMX över Bluetooth mesh är användbart i just det fallet.

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