Borcea, Cristian - Curtmola, Reza - Talasila, Manoop - Mobile Crowd Sensing (2017, CRC Press)

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Mobile

Crowdsensing
Mobile
Crowdsensing
Cristian Borcea • Manoop Talasila
Reza Curtmola

Boca Raton London New York

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To my wife, Mina, for her support during the writing of this book.
Cristian Borcea

This book is dedicated to my lovely daughter, Ishika Talasila, who


distracted me a lot while writing this book.
Manoop Talasila

To my family, which means everything to me.


Reza Curtmola
Contents

Preface xi

List of Figures xiii

List of Tables xvii

1 Introduction 1
1.1 Evolution of Sensing . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Bridging the Sensing Gap with Mobile Crowdsensing . . . . 3
1.3 Organization of the Book . . . . . . . . . . . . . . . . . . . . 4

2 Mobile Sensing 7
2.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.2 How Did We Get Here? . . . . . . . . . . . . . . . . . . . . . 7
2.2.1 Static Wireless Sensor Networks . . . . . . . . . . . . 7
2.2.2 The Opportunity of Mobile People-Centric Sensing . . 8
2.2.3 Mobile Sensing Background . . . . . . . . . . . . . . . 8
2.2.4 Crucial Components that Enable Mobile Sensing . . . 8
2.2.4.1 Apps . . . . . . . . . . . . . . . . . . . . . . 9
2.2.4.2 Sensors . . . . . . . . . . . . . . . . . . . . . 10
2.2.4.3 Software APIs . . . . . . . . . . . . . . . . . 12
2.3 Where Are We? . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.3.1 Current Uses . . . . . . . . . . . . . . . . . . . . . . . 15
2.3.2 Known Hurdles . . . . . . . . . . . . . . . . . . . . . . 16
2.4 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

3 Crowdsourcing 19
3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
3.2 Applications . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.3 Crowdsourcing Platforms . . . . . . . . . . . . . . . . . . . . 23
3.4 Open Problems . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

4 What Is Mobile Crowdsensing? 27


4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
4.2 Advantages of Collective Sensing . . . . . . . . . . . . . . . . 27
4.2.1 Environmental . . . . . . . . . . . . . . . . . . . . . . 28

vii
viii Contents

4.2.2 Infrastructure . . . . . . . . . . . . . . . . . . . . . . . 30
4.2.3 Social . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
4.3 How Can Crowdsourcing be Transformed into a Fun Activity
for Participants? . . . . . . . . . . . . . . . . . . . . . . . . . 32
4.4 Evolution of Mobile Crowdsensing . . . . . . . . . . . . . . . 33
4.4.1 Emerging Application Domains . . . . . . . . . . . . . 33
4.4.2 Crowdsensing in Smart Cities . . . . . . . . . . . . . . 35
4.5 Classification of Sensing Types . . . . . . . . . . . . . . . . . 36
4.5.1 Participatory Manual Sensing . . . . . . . . . . . . . . 36
4.5.2 Opportunistic Automatic Sensing . . . . . . . . . . . . 37
4.6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

5 Systems and Platforms 41


5.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
5.2 The McSense System . . . . . . . . . . . . . . . . . . . . . . 41
5.2.1 Architecture of McSense . . . . . . . . . . . . . . . . . 41
5.2.2 Tasks Developed for McSense . . . . . . . . . . . . . . 43
5.2.3 Field Study . . . . . . . . . . . . . . . . . . . . . . . . 44
5.3 The Medusa System . . . . . . . . . . . . . . . . . . . . . . . 45
5.3.1 Architecture of Medusa . . . . . . . . . . . . . . . . . 46
5.3.2 Execution of Sensing Tasks in Medusa . . . . . . . . . 47
5.3.3 Scalability and Robustness . . . . . . . . . . . . . . . 48
5.4 The Vita System . . . . . . . . . . . . . . . . . . . . . . . . . 49
5.4.1 Architecture of Vita . . . . . . . . . . . . . . . . . . . 49
5.4.2 Application Example of Vita . . . . . . . . . . . . . . 50
5.4.3 Performance and Reliability . . . . . . . . . . . . . . . 51
5.5 Other Systems . . . . . . . . . . . . . . . . . . . . . . . . . . 52
5.6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53

6 General Design Principles and Example of Prototype 55


6.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
6.2 General Architecture . . . . . . . . . . . . . . . . . . . . . . 55
6.2.1 Current Architecture . . . . . . . . . . . . . . . . . . . 56
6.2.2 Implementation Principles . . . . . . . . . . . . . . . . 57
6.3 Prototype Implementation and Observations . . . . . . . . . 57
6.3.1 Task Assignment Policies . . . . . . . . . . . . . . . . 58
6.3.2 User Survey Results and Observations . . . . . . . . . 60
6.3.3 Battery Consumption . . . . . . . . . . . . . . . . . . 61
6.4 Resource Management . . . . . . . . . . . . . . . . . . . . . . 62
6.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

7 Incentive Mechanisms for Participants 65


7.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
7.2 Social Incentives . . . . . . . . . . . . . . . . . . . . . . . . . 65
7.3 Monetary Incentives . . . . . . . . . . . . . . . . . . . . . . . 67
Contents ix

7.4 Mobile Game Incentives . . . . . . . . . . . . . . . . . . . . . 69


7.4.1 Alien vs. Mobile User Game . . . . . . . . . . . . . . . 69
7.4.2 Design and Implementation . . . . . . . . . . . . . . . 70
7.4.3 User Study . . . . . . . . . . . . . . . . . . . . . . . . 71
7.5 Comparison of Incentives . . . . . . . . . . . . . . . . . . . . 74
7.5.1 Sensing Task Duration . . . . . . . . . . . . . . . . . . 74
7.5.2 Sensing Task Type . . . . . . . . . . . . . . . . . . . . 75
7.5.3 Incentive Quality or Value . . . . . . . . . . . . . . . . 76
7.5.4 Sensing Data Reliability . . . . . . . . . . . . . . . . . 77
7.5.5 Mobile Resource Consumption . . . . . . . . . . . . . 77
7.5.6 How General Are These Insights? . . . . . . . . . . . . 77
7.6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

8 Security Issues and Solutions 79


8.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
8.2 Sensed Data Reliability Issues . . . . . . . . . . . . . . . . . 79
8.2.1 Correlation of User Earnings and Fake Photos . . . . 80
8.2.2 Correlation of Location and Fake Photos . . . . . . . . 80
8.2.3 Malicious User: Menace or Nuisance? . . . . . . . . . . 81
8.3 Proposed Solutions for Data Reliability . . . . . . . . . . . . 82
8.3.1 The ILR Validation Scheme over Collected Data . . . 83
8.3.1.1 An Example of ILR in Action . . . . . . . . 84
8.3.1.2 The ILR Phases . . . . . . . . . . . . . . . . 85
8.3.1.3 Security Analysis . . . . . . . . . . . . . . . 86
8.3.1.4 Experimental Evaluation: Field Study . . . . 87
8.3.1.5 ILR Simulations . . . . . . . . . . . . . . . . 88
8.3.2 The LINK Scheme for Real-time Location Data
Validation . . . . . . . . . . . . . . . . . . . . . . . . . 90
8.3.2.1 Protocol Design . . . . . . . . . . . . . . . . 92
8.3.2.2 LCA Decision Process . . . . . . . . . . . . . 93
8.3.2.3 Security Analysis . . . . . . . . . . . . . . . 101
8.3.2.4 Simulations . . . . . . . . . . . . . . . . . . . 105
8.3.2.5 Implementation . . . . . . . . . . . . . . . . 110
8.3.2.6 Experimental Evaluation . . . . . . . . . . . 116
8.3.3 The SHIELD Scheme for Data Verification in Partici-
patory Sensing Systems . . . . . . . . . . . . . . . . . 120
8.3.4 Data Liveness Validation . . . . . . . . . . . . . . . . 121
8.3.5 Truth Discovery . . . . . . . . . . . . . . . . . . . . . 123
8.4 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124

9 Privacy Concerns and Solutions 125


9.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
9.2 Participant Privacy Issues . . . . . . . . . . . . . . . . . . . . 125
9.2.1 Anonymization . . . . . . . . . . . . . . . . . . . . . . 126
9.2.2 Encryption . . . . . . . . . . . . . . . . . . . . . . . . 126
x Contents

9.2.3 Data Perturbation . . . . . . . . . . . . . . . . . . . . 126


9.3 Privacy-Preserving Architectures . . . . . . . . . . . . . . . . 127
9.3.1 Hybrid Privacy-Preserving Mechanism . . . . . . . . . 127
9.3.1.1 System and Threat Model . . . . . . . . . . 127
9.3.1.2 Proposed Privacy Mechanism . . . . . . . . . 128
9.3.2 SPPEAR Architecture . . . . . . . . . . . . . . . . . . 129
9.3.2.1 System Model . . . . . . . . . . . . . . . . . 130
9.3.2.2 System Overview . . . . . . . . . . . . . . . . 131
9.3.3 Privacy-Preserving Truth Discovery . . . . . . . . . . 131
9.3.4 Other Solutions . . . . . . . . . . . . . . . . . . . . . . 132
9.4 Privacy-Aware Incentives . . . . . . . . . . . . . . . . . . . . 133
9.4.1 Privacy-Aware Incentive Schemes . . . . . . . . . . . . 133
9.4.2 Other Schemes . . . . . . . . . . . . . . . . . . . . . . 134
9.5 Location and Context Privacy . . . . . . . . . . . . . . . . . 134
9.5.1 Solutions Based on K-Anonymity . . . . . . . . . . . . 135
9.5.2 Other Solutions . . . . . . . . . . . . . . . . . . . . . . 135
9.5.3 Application: Trace-Hiding Map Generation . . . . . . 136
9.5.4 Context Privacy . . . . . . . . . . . . . . . . . . . . . 137
9.6 Anonymous Reputation and Trust . . . . . . . . . . . . . . . 139
9.7 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139

10 Conclusions and Future Directions 141


10.1 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
10.2 Future Directions . . . . . . . . . . . . . . . . . . . . . . . . 141

Index 161
Preface

Mobile crowdsensing is a technology that allows large scale, cost-effective sens-


ing of the physical world. In mobile crowdsensing, mobile personal mobile
devices such as smartphones or smart watches collect data related to environ-
ment, transportation, healthcare, safety, and so on. In addition, crowdsourcing
techniques are used to manage the entire mobile sensing ecosystem. Together
with static sensor networks and the Internet of Things, mobile crowdsensing
has the potential to make the vision of ubiquitous sensing a reality.
Mobile crowdsensing has now matured enough, with well-defined advanced
systems and protocols, and this knowledge has to be made available as a book
for broader audiences to understand this new technology that can change
the world. The information is currently published in scientific journals and
conferences, but the time has come to have a comprehensive book on this
topic.
This book provides a one-stop shop for all relevant issues pertaining to
mobile crowdsensing, including motivation, applications, systems and plat-
forms, incentive mechanisms, reliability, security, and privacy, which would
otherwise be available only as a disparate collection of heterogeneous sources.
Its description of the design and implementation of mobile crowdsensing plat-
forms can be of great interest for readers working in research and development
to quickly develop and deploy their systems.
The book also identifies potential issues in building mobile crowdsensing
applications to ensure their usability in real life. For example, it discusses
details of sensing data reliability protocols, such as location authentication.
Furthermore, it provides the latest incentive concepts in crowdsensing, such as
mobile sensing games. Finally, it presents future directions in mobile crowd-
sensing and open problems that have to be addressed.
This book can serve as a useful reference for graduate students, profes-
sors, and mobile data scientists. Readers working in industry or research labs
focusing on Smart City projects as well as the managers of Smart Cities will
also benefit from the concepts and technology covered in this book.
We would like to acknowledge the researchers whose work is referenced in
the book to broaden the scope of mobile crowdsensing. We would also like
to thank our families and friends for their constant encouragement, patience,
and understanding throughout this project. Finally, we thank the readers who
might soon participate in mobile crowdsensing activities.
Cristian Borcea, Manoop Talasila, and Reza Curtmola

xi
List of Figures

2.1 Combination of components that led to mobile sensing. . . . 9

4.1 Mobile crowdsensing enables scalable and cost-effective sensing


coverage of large regions. . . . . . . . . . . . . . . . . . . . . . 28
4.2 Advantages of mobile crowdsourcing seen in the environmental,
infrastructure, and social domains. . . . . . . . . . . . . . . . 29
4.3 Mobile crowdsensing: People are both consumers and providers
of sensed data. . . . . . . . . . . . . . . . . . . . . . . . . . . 34

5.1 McSense architecture. . . . . . . . . . . . . . . . . . . . . . . 42

6.1 McSense Android Application showing tabs (left) and task


screen for a photo task (right). . . . . . . . . . . . . . . . . . 58

7.1 Area coverage over time while performing crowdsensing with


micro-payments. Illustration of the coverage overlayed on the
campus map. Some areas have been removed from the map as
they are not accessible to students. . . . . . . . . . . . . . . . 68
7.2 Alien vs. Mobile User app: finding and shooting the alien (left);
alien “blood trail” (middle); player achievements (right). . . . 72
7.3 Area coverage over time while performing crowdsensing with
mobile gaming for the first four weeks of the user study. Illus-
tration of the coverage overlayed on the campus map. Some
areas have been removed from the map as they are not acces-
sible to students. . . . . . . . . . . . . . . . . . . . . . . . . . 73
7.4 Correlation of active players and the number of squares covered
at different floor levels over time in the last two weeks of the
user study. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
7.5 Impact of the number of registered players and the number of
active players on area coverage over time in the user study. . 75
7.6 Ranking of players based on the number of covered squares in
the area (area is divided into 10x10m squares). 48 out of 53
players covered ground on campus. . . . . . . . . . . . . . . . 75

8.1 Correlation of earnings and fake photos. . . . . . . . . . . . . 80


8.2 Correlation of user location and fake photos. . . . . . . . . . 81
8.3 Photo counts of 17 cheating people. . . . . . . . . . . . . . . . 82

xiii
xiv List of Figures

8.4 Example of McSense collected photo tasks [A–I] and sensing


tasks [1–15] on the campus map, grouped using Bluetooth dis-
covery co-location data. . . . . . . . . . . . . . . . . . . . . . 99
8.5 The phases of the ILR scheme. . . . . . . . . . . . . . . . . . 100
8.6 ILR performance as a function of the percentage of photos man-
ually validated in Phase 1. Each curve represents a different
percentage of photos with fake locations. . . . . . . . . . . . . 100
8.7 ILR performance as a function of the percentage of photos man-
ually validated in Phase 1. Each curve represents a different
network density, shown as the average number of neighbors per
node. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
8.8 Basic protocol operation (where C = claimer, Vi = verifiers,
LBS = location-based service, LCA = location certification au-
thority). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
8.9 False negative rate over time for individual malicious claimers
with mixed behavior. The claim generation rate is 1 per minute,
15% of the users are malicious, and average speed is 1m/s. . . 108
8.10 Trust score of malicious users with mixed behavior over time.
The claim generation rate is 1 per minute, 15% of the users
are malicious, and average speed is 1m/s. Error bars for 95%
confidence intervals are plotted. . . . . . . . . . . . . . . . . . 109
8.11 False positive rate as a function of the percentage of malicious
verifiers for different node densities. The claim generation rate
is 1 per minute and average speed is 1m/s. Error bars for 95%
confidence intervals are plotted. . . . . . . . . . . . . . . . . . 110
8.12 False positive rate as a function of the percentage of malicious
verifiers for different claim generation rates. The average speed
is 1m/s. Error bars for 95% confidence intervals are plotted. . 111
8.13 False positive rate over time for different percentages of mali-
cious verifiers. The claim generation rate is 1 per minute and
the average speed is 1m/s. Error bars for 95% confidence inter-
vals are plotted. . . . . . . . . . . . . . . . . . . . . . . . . . . 112
8.14 False negative rate over time for colluding users. Each curve
is for a different colluding group size. Only 50% of the collud-
ing users participate in each verification, thus maximizing their
chances to remain undetected. The claim generation rate is 1
per minute and the average speed is 1m/s. Error bars for 95%
confidence intervals are plotted. . . . . . . . . . . . . . . . . . 113
8.15 False negative rate over time when punishing and not punishing
colluding verifiers. The size of the colluding group is 12, and
50% of these users participate in each verification. The claim
generation rate is 1 per minute and the average speed is 1m/s. 114
8.16 False positive rate over time when punishing and not punish-
ing colluding verifiers. All parameters are the same as in Fig-
ure 8.15. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
List of Figures xv

8.17 Coupon application on Android phone. . . . . . . . . . . . . . 115


8.18 LINK RTT and total energy consumed by claimer per claim
function of the number of verifiers. . . . . . . . . . . . . . . . 118
List of Tables

2.1 The broad categories of sensors, radios, and other hardware


available on smartphones for mobile sensing. . . . . . . . . . . 10

5.1 Participants demographic information . . . . . . . . . . . . . 45

8.1 Photo task reliability . . . . . . . . . . . . . . . . . . . . . . . 87


8.2 Number of false location claims . . . . . . . . . . . . . . . . . 87
8.3 Simulation setup for the ILR scheme . . . . . . . . . . . . . . 88
8.4 Simulation setup for the LINK protocol . . . . . . . . . . . . 106
8.5 Latency table for individual LINK tasks . . . . . . . . . . . . 116
8.6 Energy consumption for individual LINK tasks . . . . . . . . 117
8.7 Battery life for different WiFi and Bluetooth radio states . . 118
8.8 Average RTT and energy consumption per claim for multi-
claimer case vs. single claimer case . . . . . . . . . . . . . . . 119

xvii
1
Introduction

Mobile crowdsensing is a technology that allows large-scale, cost-effective sens-


ing of the physical world. In mobile crowdsensing, people going about their
daily business become “sensors.” Their mobile personal mobile devices such
as smartphones or smart watches come equipped with a variety of sensors
that can be leveraged to collect data related to environment, transportation,
healthcare, safety and so on. This people-centric sensing is enabled by crowd-
sourcing techniques to create a large-scale, collective sensing environment.
Together with static sensor networks and Internet of Things devices, mobile
crowdsensing has the potential to make the vision of ubiquitous sensing a
reality.
This book presents the first extensive coverage of mobile crowdsensing,
with examples and insights drawn from the authors’ extensive research on
this topic as well as from the research and development of a growing commu-
nity of researchers and practitioners working in this emerging field. To make
sure that the book remains grounded in reality, we have decided to provide a
multitude of application, system, and protocol examples throughout the text.
Our insights are always drawn from practical scenarios and real-life experi-
ence.
To introduce the readers to mobile crowdsensing, this chapter starts with a
short history of sensing, with a focus on wireless and mobile sensing. We then
discuss how ideas from two distinct areas, mobile people-centric sensing and
crowdsourcing, have led to the concept of mobile crowdsensing. The chapter
ends with an overview of the rest of the book.

1.1 Evolution of Sensing


Sensors have been used for a long time in industries such as car manufactur-
ing and electric power generation. These sensors are highly specialized, require
fine tuning and calibration, and are wired to other control equipment. Nat-
urally, they are costly and cannot be used efficiently in a wide spectrum of
application domains, such as environment monitoring, agriculture, and road
transportation.
With advances in computer power and wireless communications, wireless

1
2 Mobile Crowdsensing

sensors were introduced in the late 1990s to replace and expand the use of
wired sensing. Although they are called sensors, these devices are small com-
puters with sensing and networking capabilities. In addition, they are battery
powered. Two main factors have driven the research and development of wire-
less sensors: cost and scale. Since they do not need wires for power and control,
they can be deployed across large areas and, thus, lead to ubiquitous sensing.
Instead of having complex and costly control equipment to manage the sensors
and collect their data, wireless sensors contain intelligence that drives their
functionality and self-organize into networks that achieve the required tasks
in a distributed fashion.
Wireless sensors and sensor networks have been deployed by many or-
ganizations for monitoring purposes. For example, they have been used to
monitor the structural integrity of buildings or bridges, the energy consump-
tion in buildings, the parking spaces in a cities, or the behavior of plants and
animals in different environment conditions. However, after about a decade of
using wireless sensors networks, it became clear that the vision of ubiquitous
sensing is not going to be achieved by this technology alone.
Three problems have precluded wireless from widespread deployment: bat-
tery power limitations of sensors, the close-loop and application-specific nature
of most network deployments, and the cost. Unlike computing and networking
technologies, which have improved exponentially over the last half century, the
battery capacity has increased only linearly. Therefore, the lifetime of wireless
sensor networks is limited by the available battery power. This makes heavy-
duty sensor networks impractical in real life because changing the batteries of
sensors deployed in areas that are not easily accessible is difficult and costly.
The alternative to replacing the sensor batteries would be to just replace
the sensors, but this is also costly because the cost per sensor did not become
as low as predicted. The reason is mostly due to economics: Without mass
adoption, the cost per sensor cannot decrease substantially.
The cost per wireless sensor could be reduced if each sensor platform would
have several types of sensors and multiple organizations would share a sen-
sor network for different applications. The practice contradicts this approach,
as most deployments are application specific, contain only one type of sensor,
and belong to one organization. Security and privacy are two major issues that
make organizations deploy close networks. The cost of providing strong secu-
rity and privacy guarantees is reflected in more battery power consumption,
and subsequently, lower network lifetime. Furthermore, sharing the networks
for multiple applications also results in more battery consumption.
Mobile sensing has appeared in the last 10 years as a complementary so-
lution to the static wireless sensor networks. Mobile sensors such as smart-
phones, smart watches, and vehicular systems represent a new type of ge-
ographically distributed sensing infrastructure that enables mobile people-
centric sensing. These mobile sensing devices can be used to enable a broad
spectrum of applications, ranging from monitoring pollution or traffic in cities
to epidemic disease monitoring or real-time reporting from disaster situations.
Introduction 3

This new type of sensing can be a scalable and cost-effective alternative to


deploying static wireless sensor networks for dense sensing coverage across
large areas. Compared to the tiny, energy-constrained sensors of static sen-
sor networks, smartphones and vehicular systems can support more complex
computations, have significant memory and storage, and offer direct access to
the Internet.
Once we have this mobile sensing infrastructure, the question is: How can
we leverage it into useful applications? Fortunately, another technology was
developed in parallel with mobile sensing: crowdsourcing. This technology uses
the collective intelligence of the crowds to solve problems that are difficult to
solve using computers or are expensive to solve using traditional means such
as paying experts. Crowdsourcing provides a number of techniques to recruit
and incentivize a large number of participants, who can then work on subtasks
of a global task. This is exactly what mobile sensing needed to achieve its full
potential.

1.2 Bridging the Sensing Gap with Mobile Crowdsensing


Mobile crowdsensing combines mobile sensing and crowdsourcing to create
a planetary-scale, people-centric sensing environment. A number of mobile
crowdsensing applications have already proved the potential of this technol-
ogy. For example, Waze [32] and other traffic applications collect data from
drivers’ smartphones to create an accurate view of the traffic, and then com-
pute routes that allow drivers to avoid congested spots. Similarly, many apps
enable citizens to submit reports during disasters such as earthquakes and
hurricanes. The data is then shared with the authorities and the public. For
instance, the Federal Emergency Management Agency (FEMA) in the United
States provides such an app [7].
To make many more such applications usable in real life, we need to over-
come concerns expressed by potential clients (i.e., people or organizations that
need sensed data) regarding the scale at which these applications can work,
as well as their dependability. For example, two major questions are: Can I
find enough people willing to provide data to satisfy the spatial and temporal
constraints of the application? Can I trust that the sensed data is reliable?
The answers lie in part with the potential participants who provide data, but
they have their own concerns regarding incentives and privacy: What do I get
if I consume my time and resources to participate in these applications? How
can I control when, where, and what data is collected from my mobile device?
What guarantees do I have that my privacy is not violated? One question
that subsumes all these concerns is: Can a mobile crowdsensing system be
designed to achieve a good balance between usability, privacy, performance,
and reliability?
4 Mobile Crowdsensing

While traditional crowdsourcing platforms such as Amazon’s Mechanical


Turk (MTurk) [3] may seem suitable to address some of these concerns (e.g.,
getting access to many participants that provide data), they cannot be used
directly, for a variety of reasons. First, they are not designed to leverage the
sensors on mobile devices. Second, mechanisms such as task replication to
ensure data reliability may not be applicable due to the context-sensitivity of
the collected data. Third, traditional crowdsourcing tasks and mobile crowd-
sensing tasks are fundamentally different in nature. As a result, traditional
crowdsourcing platforms simply act as “dumb” mediators between clients and
participants, as the tasks submitted by clients are presented unmodified to
participants, whereas a mobile crowdsensing platform requires more “intelli-
gence,” as global tasks submitted by clients may need to be decomposed into
elementary sensing tasks to be performed by participants. This implies that,
depending on participant availability, global tasks may be fully or partially
completed, and it impacts the mechanism used to deal with misbehaving par-
ticipants. Finally, privacy concerns are more important in mobile crowdsens-
ing, as participants carry the mobile devices, and sensing may reveal highly
personal information such as location and over-the-limit car speed. This is
not necessarily a concern in traditional crowdsourcing (e.g., a typical task like
transcribing an audio segment into text poses no privacy concerns).
Therefore, new technologies are developed to support real-world, large-
scale, dependable, and privacy-abiding mobile crowdsensing sensing.

1.3 Organization of the Book


The rest of the book is organized as follows. We start with a description of
the two main technologies that led to mobile crowdsensing, specifically mobile
sensing (Chapter 2) and crowdsourcing (Chapter 3). We then present the main
ideas of mobile crowdsensing (Chapter 4), illustrate several crowdsensing sys-
tems and platforms (Chapter 5) for crowdsensing, and discuss general design
guidelines for crowdsensing (Chapter 6). The book continues with the three
main challenges of crowdsensing systems, incentives for participants (Chap-
ter 7), security (Chapter 8), and privacy (Chapter 9). The book ends with
conclusions and a look at future directions for crowdsensing (Chapter 10).
In the following, we present a brief overview of the book chapters.

Mobile Sensing This chapter presents background information on mobile


sensing and investigates the crucial components of the mobile sensing sys-
tems. It then reports on the current usage scenarios and the hurdles facing
mobile sensing.
Crowdsourcing This chapter analyzes crowdsourcing, starting from its mod-
est beginnings in the mid-2000s to its many usage scenarios encountered
Introduction 5

today. We illustrate the main crowdsourcing application domains and re-


search areas, and then identify a number of practical challenges that are
also faced in crowdsensing.

What Is Mobile Crowdsensing? This chapter defines mobile crowdsens-


ing and explains how it solves the problems of existing mobile sensing
systems. It also clarifies the shortcomings of traditional crowdsourcing
systems if they are to be used for crowdsensing. Furthermore, the chapter
presents emerging crowdsensing application domains and classifies differ-
ent types of crowdsensing applications.

Systems and Platforms This chapter illustrates in detail three crowdsens-


ing systems, McSense, Medusa, and Vita. We look at their architectural
similarities and differences, task execution models, and types of applica-
tions they support. At the end of the chapter, we briefly discuss other
noteworthy crowdsensing systems and platforms.

General Design Principles and Example of Prototype This chapter syn-


thesizes the lessons learned from the previous two chapters, and presents
general design principles for crowdsensing systems in terms of both sys-
tem architecture and system implementation. We then discuss a prototype
implementation of the McSense system to help the reader understand a
number of practical, implementation-specific aspects of crowdsensing. Fi-
nally, the chapter discusses a major factor that influences the performance
of crowdsensing systems, namely resource management on the mobile de-
vices.

Incentive Mechanism for Participants This chapter covers three types


of incentive mechanisms for participants in mobile crowdsensing: social,
monetary, and game-centric. We describe the experience gained from run-
ning two user studies with monetary and game-centric incentives, and then
identify for which type of tasks these two incentive mechanisms work best.
The chapter concludes with a discussion on the generality of our incentive
mechanism insights.

Security Concerns and Solutions This chapter presents security concerns


specific to mobile crowdsensing, with a focus on data reliability in the pres-
ence of malicious participants. We discuss in detail two solutions for data
reliability based on location and co-location authentication. In addition,
we briefly cover a few other solutions for data validation.

Privacy Issues and Solutions This chapter tackles privacy issues in mo-
bile crowdsensing. Unlike crowdsourcing where the participants do not
disclose highly sensitive personal data, crowdsensing data includes infor-
mation such as user location and activity. The chapter presents privacy-
preserving architectures, privacy-aware incentives, and solutions for loca-
tion and context privacy.
6 Mobile Crowdsensing

Conclusions and Future Directions This chapter briefly summarizes the


current state of mobile crowdsensing and looks toward the future. The
chapter identifies challenges at the intersection of privacy, data reliability,
incentives, and resource management. Crowdsensing is expected to become
a mainstream technology in smart cities, where it will complement the
Internet of Things.
2
Mobile Sensing

2.1 Introduction
Ubiquitous mobile devices such as smartphones are nowadays an integral part
of people’s daily lives for computing and communication. Millions of mobile
apps are made available to the smartphone users through app stores such
as Android Play Store and iPhone AppStore. These mobile apps leverage the
cameras, microphones, GPS receivers, accelerometers, and other sensors avail-
able on the phones to sense the physical world and provide personalized alerts
and guidance to the smartphone users. This chapter presents the background
of mobile sensing and its applications to everyday life.

2.2 How Did We Get Here?


2.2.1 Static Wireless Sensor Networks
Wireless sensor networks (WSNs) are used to sense a given target environ-
ment, and examples of sensing applications based on WSNs are intrusion
detection [160], border surveillance [83], infrastructure protection [178], and
scientific exploration [146].
Such sensor network applications generally deploy mobile sensors to lever-
age their movement capabilities. Furthermore, the mobile sensors can create
self-organized, scalable networks [42]. In the border surveillance application,
sensor nodes need to be deployed evenly in the given area. This deployment
ensures the complete coverage of the protected area. Manually deploying static
sensors evenly in a wide area is not feasible. Hence, mobile sensors are deployed
near their initial deployment locations [171] and then these mobile nodes move
to their accurate positions using localization systems [91, 82]. This helps in
providing uniform sensing coverage without any coverage gaps on a given area
in these applications.
Sensor nodes are deployed with very limited energy in their batteries, and
they require a continuous energy supply to ensure the long-term function-
ality of WSNs. Many research projects have proposed energy conservation

7
8 Mobile Crowdsensing

schemes [35], [162] to address this problem. However, such solutions are not
good enough for long-running applications.

2.2.2 The Opportunity of Mobile People-Centric Sensing


Despite their many benefits, static WSNs are expensive to deploy across large
areas. Therefore, many organizations are looking for alternative solutions. In
addition, WSNs have two more problems: They are traditionally application-
specific and do not share data outside the organization that deployed them.
People-centric mobile sensing represents a cost-effective alternative (or com-
plementary) solution to static wireless sensor networks. This type of sensing
can be done with smartphones, smart watches, wearable sensors, and vehicu-
lar embedded systems, which have multiple sensors that can perform a wide
variety of useful sensing. The phones, due to their ubiquity, are the major
driving force in this direction. According to a forecast for global smartphone
shipments from 2010 to 2018, more than 1.8 billion phones are expected to be
shipped worldwide [10]. These mobile sensing devices can be used to enable a
broad spectrum of applications, ranging from monitoring pollution and traffic
in cities to epidemic disease monitoring, or real-time reporting from disaster
situations.

2.2.3 Mobile Sensing Background


To understand the concept of mobile sensing, let us start with the high-level
components involved in it. Mobile sensing involves a mobile application run-
ning on the user’s smartphone to access sensed data from various embedded
sensors, and utilizing these data for personal monitoring, or for public use by
reporting the data to central servers or the cloud. In order to perform such
sensing, the smartphones require operating system support, in terms of soft-
ware API, to access the sensors and functions for data aggregation, analysis,
and reporting.
In personal mobile sensing, the mobile application only runs on the user’s
smartphone to provide customized alerts or assistance and does not share
any sensed data to central servers. In public sensing, the mobile applications
running on many smartphones share the collected data with central servers
for analysis, such that the aggregated useful public information can be shared
back with the users on a grand scale. In the public sensing model, a central
administrator controls the sensing activities and the sharing of the useful data.
The public sensing can be achieved either automatically or through manual
user actions.

2.2.4 Crucial Components that Enable Mobile Sensing


The components playing a crucial role in mobile sensing are mobile applica-
tions (apps), sensors, and the supporting software APIs, as shown in Fig-
Mobile Sensing 9

Mobile Apps
Smartphone
Sensors

Software
APIs

Mobile Sensing
FIGURE 2.1
Combination of components that led to mobile sensing.

ure 2.1. In first-generation smartphones, the mobile applications have been


developed with the purpose of filtering web data and showing useful informa-
tion that fits on the smartphone’s small screens for the user’s convenience.
But, when the sensors started to be embedded in smartphones, the mobile
applications began leveraging the sensor’s data to improve the user’s mobile
experience. Eventually, when the smartphone operating systems started pro-
viding sensor APIs to the mobile application developers, the concept of mobile
sensing took off with unlimited opportunities for sensing applications, ranging
from personal monitoring to environmental and infrastructure monitoring.

2.2.4.1 Apps
The types of mobile applications that involve sensing are 1) personal sens-
ing apps (such as personal monitoring and healthcare applications), 2) home
sensing apps (such as HVAC or surveillance applications for smart homes),
3) city-wide sensing apps (vehicular traffic and infrastructure-monitoring ap-
plications for smart cities), 4) vehicle sensing apps (phone-to-car and car-to-
phone communication sensing apps for smart cars), and 5) games (sensing
for augmented reality games). Initially, the mobile application developers and
the researchers have shared the common difficulty of reaching a large number
of users with their sensing apps. Fortunately, companies such as Apple and
Google introduced their own app stores, which created app ecosystems that
made it easy for developers to publish their apps and for users to access them.
Now, the sensing applications can easily be found, downloaded, and in-
stalled by the users who take advantage of the app store ecosystems. Before
10 Mobile Crowdsensing
TABLE 2.1
The broad categories of sensors, radios, and other hardware available on
smartphones for mobile sensing.
Motion/Position Environmental Radios Other
sensors sensors hardware
Accelerometer Ambient light sensor GPS Microphone
Magnetometer Barometer Bluetooth Camera
Gyroscope Temperature sensor WiFi Camera flash
Proximity sensor Air humidity sensor Cellular Touch sensor
Pedometer Radiation sensor Fingerprint

app stores, researchers used to perform user studies that required sensing data
from people in controlled environments with small numbers of users. Today,
with the success of app stores, researchers can provide their sensing apps to
large numbers of users and, thus, increase the scale of their studies substan-
tially. For instance, developers and researchers who are interested in building
accurate activity recognition models can now easily collect huge amounts of
sensor data from many user smartphones through their sensing apps.

2.2.4.2 Sensors
The indispensable component of mobile sensing is the sensors. The typical
sensors available in most of the current smartphones are listed in Table 2.1.
The motion sensors measure acceleration forces and rotational forces along
the three axes. The position sensors, such as magnetometers, measure the
physical position or direction of a device. The environmental sensors mea-
sure various environmental parameters, such as ambient air temperature and
pressure, illumination, and humidity.
The radios available in smartphones are also used to sense the location,
speed, and distance traveled by users. The other hardware available in smart-
phones for sensing are microphones and cameras for multimedia sensing, cam-
era flashes for sensing heart-rate, touch screen sensors for activity recognition,
and fingerprint sensors for security. In addition to these hardware sensors, the
phones provide software-based sensors that rely on one or more hardware
sensors to derive their readings (one such software-based sensor is the orien-
tation sensor, which relies on data from the accelerometer and magnetometer
to derive the phone’s orientation data).

Motion/Position sensors: The most commonly available and used motion


sensor is the accelerometer, which measures the acceleration applied to the
device on all three physical axes (x, y, and z), including the force of gravity.
These sensor readings are mostly used for motion detection (shake, tilt,
etc.), such that the user’s phone screen can be automatically re-oriented
between the landscape and the portrait view. The magnetometer is avail-
able in most phones and measures the ambient geomagnetic field for all
Mobile Sensing 11

three physical axes (x, y, z) to detect the planet’s geomagnetic north pole,
which is useful for determining the direction of motion of a phone. These
readings are also used by some apps for metal detection.
The gyroscope is another motion sensor that detects orientation with
higher precision by measuring a phone’s rate of rotation around each of
the three physical axes (x, y, and z). These sensor readings are commonly
used for rotation detection (spin, turn, etc.), which is employed, for exam-
ple, in mobile games. In some phones, the orientation is also derived based
on data from accelerometer and magnetometer sensors. The combination
of orientation readings and location readings can help location-based ap-
plications position the user’s location and direction on a map in relation
to the physical world.
The proximity sensor measures the proximity of an object relative to the
view screen of a device. This sensor is typically used to determine whether
a handset is being held up to a person’s ear. This simple form of con-
text recognition using proximity sensor readings can help in saving the
phone’s battery consumption by turning off the phone screen when the
user is on call. The pedometer is a sensor used for counting the number
of steps that the user has taken since the last reboot while the sensor was
activated. In some devices, this data is derived from the accelerometer,
but the pedometer provides greater precision and is energy-efficient.

Environmental sensors: The ambient light sensor measures the illumina-


tion (i.e., ambient light), such that the device can adjust the display’s
brightness automatically, which can help in saving the phone’s battery
consumption. These sensor readings in combination with GPS readings
and time can be used for context recognition to enhance the context-
based interaction with the smartphone user. For example, the user can
be greeted by the smartphone personal assistant (such as Google’s Now,
Apple’s Siri, and Microsoft’s Cortana) with a friendly message, such as
“Enjoy the sunny day!!”, when it detects the user is walking out from a
building into a sunny open space.
The barometer measures the atmospheric pressure, which can be used to
determine the altitude of the device above the sea level. These readings
in combination with GPS, WiFi, and pedometer readings can enhance the
accuracy of the user’s location inside buildings. The ambient temperature
and humidity sensors measure the ambient air temperature and humidity.
The barometer, ambient temperature, and humidity environmental sensors
are rarely found in today’s phones, but they may become common in the
near future. Most phones have a second temperature sensor, which is used
to monitor the temperature inside the device and its battery. When the
phone is overheating, it switches off to prevent damage.
The radiation sensor is another rare sensor which is so far available only in
12 Mobile Crowdsensing

one smartphone [27] released in Japan. It is capable of detecting harmful


radiation by measuring the current radiation level in the area.
Radios: The smartphones have GPS, Bluetooth, WiFi, and cellular radios,
which are commonly used to enable location and communication features.
These radios, in combination with other sensors, can enhance the user’s
mobile experience and can extensively contribute to the users’ co-location
data. Specially, the GPS location is almost always tagged to all sensing
data to make the data more meaningful and context-aware.
Other hardware: Additional hardware can be used in mobile sensing, such
as the microphone for sound sensing, camera for photo and video capturing
(used in participatory sensing), flash light for heart rate monitoring by
detecting the minute pulsations of the blood vessels inside one’s finger,
touch sensor for activity recognition on the screen, and fingerprint sensor,
most often used as an extra layer of security (it can be used instead of a
lock-screen password).
External sensors: In addition to internal smartphone sensors, sensing can
be achieved through external sensors such as body-wearable sensors in the
health domain to monitor patients, sensors on bicycles to monitor daily
exercise or bike routes, and sensors in cars that can become available
to either the phones or systems embedded in the cars to sense traffic,
to detect road lanes, or to detect emergency situations. These external
sensors are generally accessed through various wireless technologies (most
prominently, Bluetooth is compatible with many external sensor devices).
These external sensors will become more important in the future with the
increase in the number and complexity of sensing applications.

2.2.4.3 Software APIs


The continuous addition of different new sensors in new smartphone models
poses a challenge to smartphone operating systems, which must integrate the
new sensors with the mobile applications. By default, smartphone operating
systems provide basic sensor APIs to access the sensors from the mobile ap-
plications. However, these APIs provide access to raw data from the sensors,
while leaving data analysis and noise filtering complexity to the application
developers. Most developers do not want to handle this type of functional-
ity in their applications. Instead, smartphone operating systems could pro-
vide higher-level sensor APIs to access filtered and context-based sensor data,
which can be directly plugged into mobile applications such as activity recog-
nition (e.g., walking, sitting, running, etc.).
Furthermore, smartphone energy consumption cannot be controlled if
there are no limits over the level of sensor usage by third-party mobile ap-
plications. For example, if the mobile application continuously polls the GPS
sensor just to get the city-level location accuracy, then the smartphone bat-
tery will not last very long. Instead, city-level accuracy can be achieved by
Mobile Sensing 13

using WiFi or cellular radios, which use less energy compared to GPS. There-
fore, fine-grain controls over the sensors with support from a robust sensor
API can help save the phone’s battery power, and can enforce standards or
best practices in accessing sensors in an efficient way by mobile application
developers.
In recent years, smartphone operating systems have improved their sensor
API support for third-party sensing applications to efficiently access the avail-
able smartphone sensors. However, the operating systems have not yet evolved
to seamlessly support a sensing paradigm where sensor data collection, data
aggregation, and context analysis can be done at the operating system level or
even in a distributed fashion among co-located smartphones in a given area.
There are many research studies that proposed such sensing systems, but
they have not yet been adopted by any operating system. Another challenge
for developers programming sensing applications is that it is not easy to port
their applications from one operating system to another, as different operating
systems offer different sensor APIs to access the smartphone sensors. This is
another reason why it is necessary to propose sensing abstractions and the
standardization of sensor APIs.
Some of the prominent smartphone operating systems that provide sensor
APIs are Google’s Android, Apple’s iOS, and Microsoft’s Windows Mobile.

Google’s Android APIs: Google’s Android operating system, currently


used by over 80% of the mobile devices worldwide, provides “Location
and Sensors APIs” in the Java programming language. It uses sensors
on the device to add rich context capabilities to mobile apps, ranging
from GPS location to accelerometer, gyroscope, temperature, barometer,
and more. Specifically, the Android framework location APIs are in the
package android.location. In addition to these APIs, the Google Location
Services APIs are available; they are part of Google Play Services (these
services are available on all Android devices running Android version 2.3
or higher) and provide a more powerful, high-level framework that auto-
mates tasks such as location provider choice, Geofencing APIs, and power
management. Location Services also provide new features, such as activ-
ity detection, that are not available in the original framework API. A
new location service feature, called Fused Location Provider, intelligently
manages the underlying location technology and gives the best location
according to the needs of the sensing application.
The Android sensor framework lets the application developer access many
types of sensors. The sensor framework is part of the android.hardware
package. The most commonly used classes from the sensor’s package are:
• SensorManager (used to create an instance of the sensor service).
• Sensor (used to create an instance of a specific sensor).
• SensorEvent (used to create a sensor event object, which provides
information about a sensor event)
14 Mobile Crowdsensing

• SensorEventListener (used to create callback methods that receive


notifications of sensor events when sensor values change or when sen-
sor accuracy changes).

Some of the sensors available in Android devices are hardware-based and


some are software-based. Hardware-based sensors get their data by directly
measuring specific environmental properties, such as acceleration, geomag-
netic field strength, or angular change. Software-based sensors are not
physical devices, although they mimic hardware-based sensors. Software-
based sensors derive their data from one or more of the hardware-based
sensors and are sometimes called virtual sensors or synthetic sensors. The
orientation sensor, linear acceleration sensor, and gravity sensor are ex-
amples of software-based sensors.

Apple’s iOS APIs: The Apple’s iOS APIs provides the Core Motion Frame-
work in the Objective C programming language for accessing sensors. The
Core Motion framework lets the sensing application receive motion data
from the device hardware sensors and process that data. The framework
supports accessing both raw and processed accelerometer data using block-
based interfaces. For mobile devices with a built-in gyroscope, the app
developer can retrieve the raw gyroscope data as well as the processed
data reflecting the altitude and rotation rate of the device. The developer
can use both the accelerometer and gyroscope data for sensing apps that
use motion as input or as a way to enhance the overall user experience.
The available sensor classes are CMAccelerometerData, CMAltitudeData,
CMGyroData, CMMagnetometerData, CMPedometer, CMStepCounter,
CMAltimeter, CMAttitude, CMMotionManager, and CMDeviceMotion.

Microsoft’s Windows Mobile APIs: The Windows Mobile APIs provide


the Microsoft.Devices.Sensors and System.Device.Location namespaces in
the C++ and C# programming languages for accessing sensors. The Sen-
sors namespace provides the Motion class, which enables applications to
access information about the device’s orientation and motion. Other avail-
able sensor classes are Accelerometer, Compass, and Gyroscope. The Lo-
cation namespace provides access to the Windows Phone Location Service
APIs, enabling the development of location-aware applications.

Basic Sensing Tasks: In a typical sensing application, the developer uses


these sensor-related APIs to perform two basic tasks: 1) identifying sen-
sors and sensor capabilities, and 2) monitoring sensor events. Identifying
sensors and sensor capabilities at runtime is useful if the sensing appli-
cation has features that rely on specific sensor types or capabilities. For
example, the app developer may want to identify all of the sensors that
are present on a device and disable any application feature that relies on
sensors that are not present. Likewise, the app developer may want to
identify all of the sensors of a given type so she can choose the sensor
Mobile Sensing 15

implementation that has the optimum performance for her sensing appli-
cation. The app has to monitor sensor events to acquire raw sensor data.
A sensor event occurs every time a sensor detects a change in the param-
eters it is measuring. A sensor event provides the app developer with four
pieces of information: the name of the sensor that triggered the event, the
timestamp of the event, the accuracy of the event, and the raw sensor data
that triggered the event.

2.3 Where Are We?


The newest smartphones come with many embedded sensors, enabling a
plethora of mobile sensing applications [33, 88, 44, 120] in gaming, smart
environments, surveillance, emergency response, and social networks. The ex-
panding sensing capabilities of mobile phones have gone beyond the origi-
nal focus of sensor networks on environmental and infrastructure monitoring.
Now, people are the carriers of sensing devices, and the sources and consumers
of sensed data and events [149, 100, 119, 37, 108].

2.3.1 Current Uses


This section focuses on mobile sensing usage by presenting applications that
take advantage of the available smartphone sensors and the phone software
APIs to collect useful sensor data for both personal and public use.
Activity recognition through mobile sensing and wearable sensors has led
to many healthcare applications, such as fitness monitoring [84], elder-care
support, and cognitive assistance [54]. Wireless sensors worn by people for
heart rate monitoring [9] and blood pressure monitoring [21] can communi-
cate their information to the owners’ smartphones. Phones are now able to
monitor newborn jaundice through the “BiliCam” [61] application using the
smartphone’s camera; this app achieves high accuracy, comparable to the re-
sults from clinical tests, which require costly specialized equipment.
The sensing capabilities from smartphone sensors are becoming increas-
ingly successful in the area of road transportation. Real-time traffic informa-
tion can be collected from smartphones [23] such that the drivers can benefit
from real-time traffic information. Parking data can be collected from cars
equipped with ultra-sonic sensors [114]. The municipalities can quickly repair
the roads by efficiently collecting pothole data using GPS and accelerometer
sensors embedded in mobile devices [70].
Mobile sensing is also leveraged by the field of commerce for targeted
marketing/advertising. The vendors/advertisers can use real-time location in-
formation collected from smartphones to target certain categories of people
[11, 22] or can run context-aware surveys (as a function of location, time,
16 Mobile Crowdsensing

etc.). For example, one question in such a survey could ask people attending a
football game which other team games they would like to attend in the future.
Millions of people participate daily in online social networks, which provide
a potential platform to utilize and share mobile sensing data. For example, the
CenceMe project [119] uses the sensors in the phone to automatically sense
the events in people’s daily lives and selectively share this status on online
social networks such as Twitter and Facebook, replacing manual actions that
people now perform regularly.
Mobile sensing can be used in the government sector for measuring and re-
porting environmental pollution from a region or an entire city. Environment-
protection agencies can use pollution sensors installed in phones to map with
high accuracy the pollution zones around the country [26, 17]. The availabil-
ity of ambient temperature sensors will soon enable the monitoring of weather
from the smartphones for weather reporting organizations. Municipalities may
collect data about phonic pollution, and then make an effort to reroute ve-
hicular traffic at night from residential areas significantly affected by noise.
Furthermore, governments in a few countries may soon insist on embedding
radiation sensors [27] in all phones for detecting harmful radiation levels.
The cameras available on smartphones have improved greatly in recent
years, and this allows news organizations to take advantage of these high-
quality smartphone cameras to enable citizen journalism [4, 163, 25]. The
citizens can report real-time data in the form of photos, videos, and text
from public events or disaster areas. In this way, real-time information from
anywhere across the globe can be shared with the public as soon as the events
happen.

2.3.2 Known Hurdles


Mobile sensing performed on smartphones continuously for accurate activity
recognition of the user or other sensing applications can lead to quick depletion
of phone battery and can rise privacy issues. In addition, incentivizing the
smartphone users to participate in the sensing is a major issue, as is the
reliability of the sensing data from the participants.

Data reliability: The sensed data submitted by participants is not always


reliable as they can submit false data to be compensated without executing
the actual task. Therefore, it is important to validate the sensed data.

Incentives: It is not always economical for organizations (e.g., local/state


government agencies or research communities) or individuals to provide
monetary compensation for every type of sensing task that improves public
services, helps with knowledge discovery, or improves our daily routine.
Hence, it is necessary to find cost-effective solutions to incentivize the
participants to perform sensing.

Battery consumption: In mobile application design and implementation,


Mobile Sensing 17

a significant issue faced by developers is battery consumption. Thus, con-


trolling the actions of sensors and suspending them as needed is the key
objective toward saving the phone’s energy. For example, to achieve this
goal, the developers and operating system APIs can apply the following
standards: 1) use the operating system’s energy profilers to detect the
heavy usage of sensors when not needed and balance the quality of ser-
vice and quality of user experience; 2) operating systems can provide APIs
to cache the latest sensor data used, which might be sufficient for some
sensing apps if the this data is in their specified threshold timeframe.
Privacy: Privacy is argued by most researchers to be the main hurdle facing
mobile sensing [147]. When the sensing application uses third-party sensing
services, the privacy is a major concern for the smartphone user because
it is hard to trust the owners of servers where the sensor data is being
uploaded. In addition, these servers can be attacked by hackers as well.
However, the users feel safe as long as the sensed data remains on their
phones. But without sending the sensor data to sensing services, the app
developers may not be able to detect complex user activities. Furthermore,
even if they could do it on the phone, this may result in high energy
consumption or slow response time. Therefore, the app developers have to
balance the application features provided to users with privacy.

The gravity of these sensing issues is discussed in detail in Chapters 7, 8,


and 9. Existing solutions and newer advanced solutions that are just being
proposed will be discussed.

2.4 Conclusion
In this chapter, we discussed the origin of mobile sensing from static WSNs to
mobile people-centric sensing. We first reviewed the nature of static WSNs and
the background of mobile sensing. We then presented the crucial components
that enable mobile sensing. Subsequently, we presented the current uses of
mobile sensing. Finally, we discussed the known hurdles facing mobile sensing
in practice.
3
Crowdsourcing

3.1 Introduction
Crowdsourcing is the use of collective intelligence to solve problems in a cost-
effective way. Crowdsourcing means that a company or institution has out-
sourced a task, which used to be performed by employees, to another set of
people (i.e., crowd) [89]. Certain tasks could, of course, be done by computers
in a more effective way. Crowdsourcing focuses on tasks that are trivial for
humans, such as image recognition or language translation, which continue to
challenge computer programs. In addition, crowdsourcing is used to perform
tasks that require human intelligence and creativity.
People work on crowdsourcing tasks for payment, for the social good, or
for other social incentives (e.g., competing against other people in a game).
While the labor is not free, it costs significantly less than paying traditional
employees. As a general principle, anyone is allowed to attempt to work on
crowdsourcing tasks. However, certain tasks require expert knowledge (e.g.,
software development).
In addition to tasks done by individual users, crowdsourcing could employ
groups or teams of users to perform complex tasks. For example, the book
titled The Wisdom of Crowds [152] reveals a general phenomenon that the
aggregation of information in groups results in decisions that are often better
than those made by any single member of the group. The book identifies four
key qualities that make a crowd smart: diversity of opinion, independence of
thinking, decentralization, and opinion aggregation. This concept of crowd
wisdom is also called “collective intelligence” [111].
In the rest of this chapter, we present the main categories of crowdsourcing
applications, describe a number of crowdsourcing platforms that mediate the
interaction between the task providers and task workers, and discuss open
problems related to crowdsourcing such as recruitment, incentives, and quality
control.

19
20 Mobile Crowdsensing

3.2 Applications
In the past decade, crowdsourcing has been used for many types of appli-
cations such as scientific applications, serious games/games with a purpose,
research and development, commercial applications, and even public safety
applications.
Some major beneficiaries of crowdsourcing are scientific applications. For
example, Clickworkers [24] was a study that ran for one year to build an
age map of different regions of Mars. Over 100,000 workers participated and
they volunteered 14,000 work hours. Overall, the workers performed routine
science analysis that would normally be done by scientists working for a very
long time. It is important to notice that their analysis was of good quality:
The age map created by workers agrees closely with what was already known
from traditional crater counting.
Another project that employed crowdsourcing for science was Galaxy
Zoo [8], which started with a data set made up of a million galaxies im-
aged by the Sloan Digital Sky Survey. The volunteers were asked to split the
galaxies into ellipticals, mergers, and spirals, and to record the arm direc-
tions of spiral galaxies. Many different participants saw each galaxy in order
to have multiple independent classifications of the same galaxy for high reli-
ability classification. By the end of the first year of the study, more than 50
million classifications were received, contributed by more than 150,000 people.
The scientists concluded that the classifications provided by Galaxy Zoo were
as good as those from professional astronomers, and were subsequently used
in many astronomy research papers.
While scientific applications rely purely on volunteers, other applications
require the users to do some work in exchange for a service. For instance, re-
CAPTCHA [13] is a real-world service that protects websites from spam and
abuse generated by bots (e.g., programs that automatically post content on
websites). To be allowed to access a website, users need to solve a “riddle.”
In the original version of reCAPTCHA, the “riddle” took the form of deci-
phering the text in an image. The text was taken from scanned books, and
thus crowdsourcing was used to digitize many books. Specifically, the service
supplies subscribing websites with images of words that are hard to read for
optical character recognition software, and the websites present these images
for humans to decipher as part of their normal validation procedures. As the
aggregate results for the same image converge, the results are sent to dig-
itization projects. More recently, reCAPTCHA allows the users to perform
image classification with mouse clicks. Hundreds of millions of CAPTCHAs
are solved by people every day. This allows the building of annotated image
databases and large machine learning datasets.
Serious games or games with a purpose represent another significant type
of crowdsourcing applications. The workers in these games compete with each
Crowdsourcing 21

other to solve different problems. Similar to the newer version of reCAPTCHA,


the ESP game [168] focuses on image annotation and classification. This online
game randomly pairs players together and shows them the same image. The
players do not know their partners and cannot communicate with each other.
The goal of the game is to guess what label the partner would give to the
image. Once both players have typed the exact same string, a new image
appears. An image is considered classified after it passes through ESP multiple
times and acquires several labels that people have agreed upon. During a four-
month period, the game was played by over 13,000 people who generated over
1.2 million labels for about 300,000 images.
PhotoCity [164], another game with a purpose, is used to reconstruct real
world locations as detailed 3D models from a large number of photos. The
game exploits player mobility to collect carefully composed photographs of
locations in an area of interest. Player photos include a wide variety of view-
points necessary to build a complete reconstruction. To play, players go to
locations in the real world that correspond to locations under construction
in the virtual world and take photos. The game directs players to focus their
attention on the gaps and fringes in a partial reconstruction in exchange for
in-game rewards. The players compete for capturing virtual flags placed in
real-world locations and taking ownership of familiar landmarks. Unlike other
crowdsourced application, PhotoCity requires players to move in the physical
world. Therefore, fewer players are expected to play the game, and this was
proved by a user study that managed to have only 45 players. However, these
players collected almost 100,000 images, which demonstrated the value of such
an approach.
Crowdsourcing has succeeded as a commercial strategy for carrying work
out as well, with companies accomplishing work ranging from crowdsourc-
ing research and development to logo and t-shirt designs. InnoCentive [16] is
one of the global leaders in crowdsourcing innovation problems. It provides
challenge-driven and cost-effective innovation. For example, Forrester ana-
lyzed data from one customer and calculated that the organization achieved
a return on investment of 74% [39]. People provide ideas and solutions to
challenges in the fields of business, society, policy, science, and technology.
Customers post challenges on InnoCentive along with the financial rewards to
pay the solvers. Task solvers can choose and submit solutions to any of the
challenges. Furthermore, they can work in groups. Once the customer ranks
one solution as best, the solvers will be rewarded, the customer gains the intel-
lectual property rights to the solution, and InnoCentive receives a percentage
of the money involved in the transaction.
IdeaStorm [6] was launched by Dell as a platform to collect ideas for its new
products and services. Users can post their ideas and suggestions on a certain
product or service, and vote for promotion or demotion on the other ideas. Dell
posts specific topics in “Storm Sessions” and asks customers to submit ideas.
These Storm Sessions are open for a limited time in order to make the sessions
relevant and time bound. Dell also added idea “Extensions,” which enable
22 Mobile Crowdsensing

comments posted on ideas to become part of the ideas themselves. Thus,


ideas can evolve over time through collaboration. Once the idea is accepted,
it is turned into reality by Dell. Since its inception, IdeaStorm has received
over 16,000 ideas and implemented about 500 of them.
Crowdsourced software engineering [112] utilizes an open call format to
recruit global online software engineers, to work on various types of software
engineering tasks, such as requirements extraction, design, coding, and testing.
This software development model can reduce the time-to-market by increasing
parallelism, and lowering costs and defect rates. For example, TopCoder [29]
states that crowdsourced development is capable of 30% to 80% cost savings
compared to in-house development or outsourcing. In addition, the defect rates
were reported to be 5 to 8 times lower compared with traditional software
development practices. Yet another example, coming from Harvard Medical
School, the best crowdsourced solution for DNA sequence-gapped alignment
provided higher accuracy and was three times faster than the solution provided
by the U.S. National Institute of Health [103].
The 99designs [1] company is the top marketplace for online web, logo, and
graphics design contests. The customers build a design brief, pick a payment
package, and share the design contest with a community of more than 1 mil-
lion designers. The payment package is selected as a function of the number of
designs to be received, the expertise of the designers, and whether there will
be a dedicated manager for the project. Threadless [28] is a similar company
that focuses on graphic designs for clothes, particularly t-shirts. Unlike 99de-
signs, where the process is driven by customers, Threadless allows designers to
post their t-shirt designs on the website where everybody else can buy them.
Visitors vote on the designs, and Threadless selects the top 10 designs every
week based on the voting results. These designs are then made available for
customer purchase.
Public safety applications such as search and rescue operations or tracking
stolen cars require a very large number of participants and, at the same time,
fast execution. To test the potential of crowdsourcing to solve such problems,
Defense Advanced Research Projects Agency (DARPA) launched its Network
Challenge [132]. The challenge required teams to provide the coordinates of
ten red weather balloons placed at different locations in the United States. Ac-
cording to the DARPA report, between 50 and 100 serious teams participated
in the challenge and 350,000 people were involved. The MIT team won the
challenge by completing it in 8 hours and 52 minutes. Advance preparation
and good incentive mechanisms were the key to success, as the team recruited
almost 4,400 participants in approximately 36 hours prior to the beginning of
the challenge, through a recursive incentive mechanism.
Crowdsourcing 23

3.3 Crowdsourcing Platforms


Crowdsourcing platforms manage the interaction between customers and
workers. They act as trusted third parties that receive tasks from customers,
distribute the tasks to workers, allow for team formation to perform the tasks,
enforce contracts when the work is done, and maintain quality control through-
out the process. The tasks received from customers have to be clearly specified
such that the workers understand them easily. For complex tasks, the plat-
form may help the customer by dividing them into smaller tasks that can be
executed by individual workers. Many times, the tasks will be made available
to all workers, who then self-select to work on them. However, if tasks have
specific constraints such as reliability or deadlines, the platforms may need
the quality of each worker and various completion time scenarios. Quality
control can be achieved through methods such as voting, redundant workers,
or worker reputation. Given the wide spectrum of crowdsourcing applications
and their different requirements, it comes as no surprise that no single plat-
form dominates the crowdsourcing market. This section reviews a few such
platforms and identifies their similarities and differences.
Probably the best known crowdsourcing platform is as Amazon’s Mechan-
ical Turk (AMT) [3], which provides a market for human intelligence tasks
(HIT) such as correcting spelling for search terms, choosing the appropriate
category for a list of products, categorizing the tone of an article, or trans-
lating from English to French. AMT focuses on tasks that require human
intelligence and cannot be solved easily by computers. Requesters post simple
HIT tasks to be executed online by users around the world in exchange for
micro-payments (on the order of a few cents to a few dollars). AMT ensures
that workers are paid when the work is completed. At the same time, no
worker can be paid until the requester confirms that the work is done. AMT
receives a certain percentage of the money for every transaction. At the time
of writing this book, AMT had over 1 million available tasks. One potential
problem with AMT is that it is primarily used for simple, independent tasks.
CrowdForge [101] is a proposal for a general purpose platform for accom-
plishing complex and interdependent tasks using micro-task markets. Key
challenges in such a platform include partitioning work into tasks that can
be done in parallel, mapping tasks to workers, managing the dependencies
between them, and maintaining quality control. CrowdForge provides a scaf-
folding for more complex human computation tasks that require coordination
among many individuals, such as writing an article. CrowdForge abstracts
away many of the programming details of creating and managing subtasks
by treating partition/map/reduce steps as the basic building blocks for dis-
tributed process flows, enabling complex tasks to be broken up systematically
and dynamically into sequential and parallelizable subtasks.
TopCoder [29] is a crowdsourcing platform for software designers, devel-
24 Mobile Crowdsensing

opers, and data scientists. It hosts weekly online competitions in algorithms,


software design, and software development. The work in design and develop-
ment results in software that is licensed for profit by TopCoder, which interacts
directly with client companies to establish application requirements, timelines,
budget, etc. Similar in nature to CrowdForge, TopCoder divides these com-
plex application requirements into a set of components with a relatively small
scope and expected behavior, including the interaction with other compo-
nents. The set of requirements for all components is posted on the website
as a single design competition. Any registered member can submit a design
to any posted design competition. The winning design submissions become
input for the development competition, which has similar structure. Once the
competitors of this competition submit the code implementing the provided
design, the output of the development competition is assembled together into
a single application, which is later delivered to the customer. The workers
not only receive money for their effort, but they also build up their resumes.
Currently, TopCoder has over 7,000 competitions per year and a community
of 1 million members who have been paid over $80 million.
Kaggle [18] is another online crowdsourcing platform for computing tasks,
but it focuses on data mining and data science. Crowdsourcing allows large-
scale and flexible invocation of human input for data gathering and analysis,
which has broad applications in data mining. Kaggle has over 500,000 workers,
who are paid and, at the same time, compete against each other. They can
build networks to participate in team competitions, publish their scripts to
improve their data science portfolio, and attract hiring managers with a strong
community user ranking. CrowdFlower [5] is a similar system that combines
machine learning and humans-in-the-loop in a single platform for data science
teams doing sentiment analysis, search relevance, or business data classifica-
tion.
Unlike platforms focused on specific categories of professional tasks,
Witkeys [182] are a type of question-and-answer crowdsourcing platforms that
are very popular in China. Users exchange and purchase services and informa-
tion in order to save time and money. Generally, the posted questions are not
easily answered by search engines and can be of either a personal or a profes-
sional nature. Taskcn is one of the largest Witkey platforms. On taskcn.com,
users offer monetary rewards for solutions to problems, and other users com-
pete to provide solutions in the hope of winning the rewards. The website
plays the role of the third party by collecting the money from the requester
and distributing it to the winner, who is decided by the requester. The website
takes a small portion of the money as a service fee. Taskcn is similar to AMT
to a certain extent, but it differs in two aspects. First, the requesters in AMT
are generally companies, while in Taskcn they are other users. Second, workers
always receive their payment once they complete the work in AMT. However,
in Taskcn, users submit their work concurrently with other users competing
on the same task, and they have no guarantee that their work will receive a
monetary reward. Nevertheless, the site appears to be socially stable: There
Crowdsourcing 25

is a core of users who repeatedly propose and win. The large numbers of new
users ensure many answers, while also providing new members for the stable
core.

3.4 Open Problems


While crowdsourcing has been proven useful for solving many different types
of tasks in a cost-effective way, it is still a niche activity in the global economic
context. A first problem is how to break down a complex task to an ideal-sized
work package suitable for the crowd. Currently, there are no standard efficient
methods to achieve this goal, and therefore, crowdsourcing is mostly limited
to relatively simple tasks.
A second problem is recruiting participants. Commercial platforms employ
various types of open call formats, such as online competitions, on-demand
matching, in which the workers are selected from the registrants, and on-
line bidding, where the developers bid for tasks before starting their work.
The lesson learned so far is that a combination of payment and social in-
centives (e.g., competitions, entertaining) works best. An interesting form of
social incentive devised by successful crowdsourcing platforms is developing a
professional reputation. The participants are able to gain experience in their
professional field and measure up to others in their area. By earning points,
they are able to develop a reputation that can enhance their resume and lead
to hiring opportunities.
To recruit large crowds, one could employ the lessons learned from the
DARPA Network Challenge. Large-scale mobilization toward a task requires
diffusion of information about the task through social networks. Another les-
son is the provision of incentives for individuals not only to work on the task
but also to help recruit other individuals. Furthermore, the relation between
demographics and user behavior needs to be studied in order to provide in-
centives appropriate for each type of community.
A related issue is how to make sure that the intended audience (e.g., level
of education, prior training, or interest in the topic) for a crowdsourced task
matches the intended outcome. The difficulty lies in controlling the crowd pa-
rameters to achieve outcomes with a certain level of consistency and statistical
significance.
An essential problem in crowdsourcing is quality control, which includes
cheating detection. Studies have shown that increased financial incentives in-
crease the quantity, but not the quality, of the work [113]. In addition, higher
payment could increase the cheating probability. Simple cheat-detection tech-
niques are either based on control questions, evaluated automatically, or man-
ually checked by the requester. If none of them is easily applicable, majority
26 Mobile Crowdsensing

decision or using a control group to re-check tasks can be used. However, both
solutions increase the cost per task.
Finally, other interesting problems in crowdsourcing include intellectual
property protection, balancing the allocated budget for a task with the out-
come quality, and project management automation.

3.5 Conclusion
This chapter presented an overview of crowdsourcing, with a focus on applica-
tions, platforms, and open issues. The examples described here demonstrate
the success of crowdsourcing in a wide variety of domains from science to com-
merce and from software development to knowledge exchange. Crowdsourcing
has an even bigger potential if its open problems such as recruitment, in-
centives, and quality control are solved. In this chapter, we also saw a few
attempts to use crowdsourcing in the physical world (i.e., not online). These
attempts represent a precursor to mobile crowdsensing, which is presented in
in the next chapter.
4
What Is Mobile Crowdsensing?

4.1 Introduction
In Chapter 2, we have discussed two types of sensing: personal sensing and
public sensing. Personal mobile sensing is favored mostly to monitor a single
individual to provide customized alerts or assistance. Public mobile sensing,
which is commonly termed as mobile crowdsourcing, requires the active par-
ticipation of smartphone users to contribute sensor data, mostly by reporting
data manually from their smartphones. The reports could be road accidents or
new traffic patterns, taking photos for citizen journalism, etc. The aggregated
useful public information can be shared back with the users on a grand scale.
The research advancements in crowdsourcing, and specifically mobile
crowdsourcing, have set the course for mass adoption and automation of mo-
bile people-centric sensing. The resulting new technology, as illustrated in
Figure 4.1, is “Mobile Crowdsensing.” This new type of sensing can be scal-
able and cost-effective for dense sensing coverage across large areas. In many
situations, there is no need for organizations to own a fixed and expensive
sensor network; they can use mobile people-centric sensing on demand and
just pay for the actual usage (i.e., collected data).
This chapter looks first at mobile crowdsourcing and its advantages
through the lens of illustrating applications. Then, it describes emerging
crowdsensing applications in various domains and defines two types of crowd-
sensing, namely participatory manual sensing and opportunistic automatic
sensing.

4.2 Advantages of Collective Sensing


The mobile crowdsourcing concept is similar to crowdsourcing, as commonly
known from platforms such as Amazon’s MTurk. This platform allows indi-
viduals and organizations (clients) to access a sheer number of people (par-
ticipants) willing to execute simple sensing tasks for which they are paid. It
allows smartphone users to collectively sense the data, which helps in the mon-

27
28 Mobile Crowdsensing

FIGURE 4.1
Mobile crowdsensing enables scalable and cost-effective sensing coverage of
large regions.

itoring of large-scale phenomena that cannot be easily measured by a single


individual.
For example, government organizations in metro cities may require traffic
congestion monitoring and air pollution level monitoring for better planning
of smart cities [26, 17]. This type of large-scale monitoring can be measured
precisely only when many individuals provide driving speed and air qual-
ity information from their daily commutes, which are then aggregated based
on location and time to determine traffic congestion and pollution levels in
the cities. Figure 4.2 shows the advantages of mobile crowdsourcing that are
prominently seen in the following domains: a) Environmental, b) Infrastruc-
ture, and c) Social.

4.2.1 Environmental
Mobile crowdsourcing helps improve the environment over large areas by mea-
suring pollution levels in a city, or water levels in creeks, or monitoring wildlife
habitats. A smartphone user can participate in such applications to enable the
mapping of various large-scale environmental solutions. Common Sense [33] is
one such example, deployed for pollution monitoring. In the Common Sense
application, the participant carries the external air quality sensing device,
which links with the participant’s smartphone using Bluetooth to record var-
ious air pollutants like CO2, NOx, etc. When large numbers of people col-
What Is Mobile Crowdsensing? 29
Habitat monitoring Citizen journalism

Structural integrity of a bridge

FIGURE 4.2
Advantages of mobile crowdsourcing seen in the environmental, infrastructure,
and social domains.

lectively sense the air quality, it helps the environmental organizations take
appropriate measures across large communities.
Similarly, the IBM Almaden Research Center had developed an applica-
tion, “CreekWatch,” to monitor the water levels and quality in creeks by col-
lecting the data reported by individuals. The sensed data consist of pictures
of various locations across the creeks and text messages about the trash in
them. The water utility services can employ such data to track the pollution
levels in the nearby water resources.
MobGeoSen [99] allows the participants to monitor the local environment
for pollution and other characteristics. The application utilizes the micro-
phone, the camera, the GPS, and external sensing devices (body wearable
health sensors, sensors in vehicles, etc.). The application prompts the partici-
pants on the smartphone screen to add the text annotations and the location
markers on the map during the participant’s journey. The participants can
share the photos with location and appropriate text tags, such that the col-
lected data can be visualized easily on a spatial-temporal visualization tool. To
accommodate the concurrent collection of sensing data from the external sens-
ing devices, an advanced component was developed, which establishes multiple
Bluetooth connections for communication. Furthermore, MobGeSen project
works closely with science teachers and children at schools to demonstrate the
use of the application by monitoring the pollution levels while traveling on
their daily commutes to school.
NoiseTube [110] is a crowdsourcing application that helps in assessing the
noise pollution by involving regular citizens. The participants in the applica-
tion detect the noise levels they are exposed to in their everyday environment
by using their smartphones. Every participant shares the noise measurements
by adding personal annotations and location tags, which help to yield a collec-
tive noise map. NoiseTube requires participants to install the app on smart-
30 Mobile Crowdsensing

phones and requires a backend server to collect, analyze, and aggregate the
data shared by the smartphones.

4.2.2 Infrastructure
The monitoring or measuring of public infrastructure can leverage the mobile
crowdsourcing model, such that government organizations can collect status
data for the infrastructure at low cost. Smart phone users participating in
mobile crowdsourcing can report traffic congestion, road conditions, available
parking spots, potholes on the roads, broken street lights, outages of utility
services, and delays in public transportation. Examples of detecting traffic
congestion levels in cities include MIT’s CarTel [93] and Microsoft Research’s
Nericell [120]. The location and speed of cars is measured in the CarTel appli-
cation by using special sensors installed in the car; these data are communi-
cated to a central server using public WiFi hotspots. In Nericell, smartphones
are used to determine the average speed, traffic delays, noise levels by honks,
and potholes on roads.
Similarly, ParkNet [114] is an application that informs drivers about on-
street parking availability using a vehicular sensing system running over a
mobile ad hoc sensor network consisting of vehicles. This system collects and
disseminates real-time information about vehicle surroundings in urban areas.
To improve the transportation infrastructure, the TrafficSense [121] crowd-
sourcing application helps in monitoring roads for potholes, road bumps, traf-
fic jams, and emergency situations. In this application, participants use their
smartphones to report the sensed data collected from various locations in their
daily commutes. Furthermore, in developing countries, TrafficSense detects the
honks from the vehicles using the audio samples sensed via the microphone.
PetrolWatch [66] is another crowdsourcing system in which fuel prices are
collected using camera phones. The main goals of the system are to collect
fuel prices and allow users to query for the prices. The camera lens is pointed
toward the road by mounting it on the vehicle dashboard and the smartphone
is triggered to capture the photograph of the roadside fuel price boards when
the vehicle approaches the service stations. To retrieve the fuel prices, com-
puter vision algorithms are used to scan these images. Each service station
can have different style and color patterns on display boards. To reduce com-
plexity, the computer vision algorithms are given the location information to
know the service station and its style of the display board. While processing
the image on the smartphone, the algorithms use the location coordinates,
the brand, and the time. The prices determined after analyzing the image are
uploaded to the central server and stored in a database that is linked to a GIS
road network database populated with service station locations. The server
updates fuel prices of the appropriate station if the current price has a newer
timestamp. The system also retains the history of price changes to analyze
pricing trends.
A pilot project in crowdsourcing, Mobile Millennium [86], allows the gen-
What Is Mobile Crowdsensing? 31

eral public to unveil the traffic patterns in urban environments. These patterns
are difficult to observe using sparse, dedicated monitoring sensors in the road
infrastructure. The main goal of the project is to estimate the traffic on all
major highways at specific targeted areas and also on the major interior city
roads. The system architecture consists of GPS-enabled smartphones inside
the vehicles, network provider, cellular data aggregation module, and traffic
estimator. Each participant installs the application on the smartphone for col-
lecting the traffic data and the backend server aggregates the data collected
from all the participants. The aggregated data is sent to the estimation engine,
which will display the current traffic estimates based on traffic flow models.

4.2.3 Social
There are interesting social applications that can be enabled by mobile crowd-
sourcing, where individuals share sensed information with each other. For ex-
ample, individuals can share their workout data, such as how much time one
exercises in a single day, and compare their exercise levels with those of the
rest of the community. This can lead to competition and improve daily exer-
cise routines. BikeNet [69] and DietSense [142] are crowdsourcing applications
where participants share personal analytics with social networks or with a
few private social groups. In BikeNet, smartphone users help in measuring
the location and the bike route quality (e.g., route with less pollution, less
bumpy ride) and aggregate the collected data to determine the most com-
fortable routes for the bikers. In DietSense, smartphone users take pictures of
their lunch and share it within social groups to compare their eating habits.
This is a good social application for the community of diabetics, who can
watch what other diabetics eat and can even provide suggestions to others.
Party Thermometer [59] is a social crowdsourced application in which
queries are sent to the participants who are at parties. For example, a query
could be, “how hot is a particular party?” Similar to the citizen journalism
applications, location is an important factor used to target the queries. But,
unlike in the citizen journalism application, location alone is not enough for
targeting because there is a significant difference between a person who is ac-
tually at a party and a person who is just outside, possibly having nothing to
do with the party. Therefore, in addition to location, party music detection is
also considered by employing the microphone to establish the user’s context
more accurately. To save energy on the phone, the sensing operations should
happen only when necessary. Thus, the application first detects the location of
the party down to a building, and only after that, it performs music detection
using the microphone.
LiveCompare [63] is a crowdsourcing application that leverages the smart-
phone’s camera to allow participants to hunt grocery bargains. The application
utilizes a two-dimensional barcode decoding function to automatically identify
grocery products, as well as localization techniques to automatically pinpoint
store locations. The participants use their camera phones to take a photo of
32 Mobile Crowdsensing

the price tag of their product of interest and the user’s smartphone extracts
the information about the product using the unique UPC barcode located on
the tag. The price-tag barcodes in most grocery stores are identical to the
barcodes on the actual products, which help in global product identification.
The numerical UPC value and the photo are sent to LiveCompare’s central
server, once the barcode has been decoded on the smartphone. These data are
stored in LiveCompare’s database for use in future queries on price compar-
isons. The application provides high-quality data through two complementary
social mechanisms to ensure data integrity: 1) it relies on humans, rather than
machines, to interpret complex sale and pricing information; and 2) each query
returns a subset of the data pool for a user to consider. The user can quickly
flag it, if an image does not seem relevant. This lets users collectively identify
malicious data, which can then be removed from the system.

4.3 How Can Crowdsourcing be Transformed into a Fun


Activity for Participants?
Mobile crowdsourcing is beneficial and efficient for people when they partic-
ipate in large numbers. But it is not easy to motivate the smartphone users
to share the sensed data for social good. Monetary incentives are one way to
improve participation, but it may sometimes lead to high costs when sensing
is required from large areas. Therefore, if these crowdsourcing applications are
built as fun activities among participants, then the users will be more excited
to use them, and thus collect the required amount of sensing data. Crowd-
sourcing applications can be transformed into fun games in which participants
are challenged to play the game and to score the highest points.
In one crowdsourced game [128], the mobile users have to record as many
audible signals as possible from different traffic lights. This collected data can
be processed and integrated with Google maps to improve crossroad accessi-
bility for blind pedestrians by providing information about the accessibility of
their routes. The players receive points for each data point they collect as a
function of the contribution is trustworthiness and originality. Such a crowd-
sourced application motivated other researchers to apply the same gaming
concept to collect a wide variety of sensing data on a large scale.
BioGame [115] shows that in cases where medical diagnosis is a binary
decision (e.g., positive vs. negative, or infected vs. uninfected), it is possible
to make accurate decisions by crowdsourcing the raw data (e.g., microscopic
images of specimens/cells) using entertaining digital games (i.e., BioGames)
that are played on PCs, tablets, or mobile phones. This work mainly focuses
on the problem of handling large quantities of data through crowdsourcing.
BudBurst [81] is a smartphones application for an environmental partici-
patory sensing project that focuses on observing plants and collecting plant
What Is Mobile Crowdsensing? 33

life-stage data. The main goal is “floracaching,” for which players gain points
and levels within the game by finding and making qualitative observations on
plants. This game is also an example of motivating participatory sensing.
Another participatory sensing game, Who [80], is used to extract relation-
ships and tag data about employees. It was found useful for rapid collection
of large volumes of high-quality data from “the masses.”

4.4 Evolution of Mobile Crowdsensing


A formal definition of mobile crowdsensing [79] is that it is a new sensing
paradigm that empowers ordinary citizens to contribute data sensed or gen-
erated from their mobile devices. The data is then aggregated and fused in
the cloud for crowd intelligence extraction and people-centric service deliv-
ery. From an artificial intelligence (AI) perspective, mobile crowdsensing is
founded on a distributed problem-solving model where a crowd is engaged in
solving a complex problem through an open call [41]. As detailed in Chapter 3,
the concept of crowd-powered problem-solving has been explored in several
research areas in the past. Different from the the concepts that focus on the
advantages of group decision making, mobile crowdsensing is mainly about
the crowd-powered data collection and analysis process.
Recently, several mobile crowdsourcing projects have tried to leverage tra-
ditional crowdsourcing platforms for crowdsensing. Twitter [31] has been used
as a publish/subscribe medium to build a crowdsourced weather radar and
a participatory noise-mapping application [62]; mCrowd [179] is an iPhone-
based platform that was used to build an image search system for mobile
phones, which relies on Amazon MTurk [3] for real-time human validation
[180]. These solutions have the advantage of leveraging the popularity of ex-
isting crowdsourcing platforms (tens of thousands of available workers), but
do not allow for truly mobile sensing tasks to be performed by workers (i.e.,
tasks that can only be performed using sensors on mobile phones). Moreover,
as explained in Chapter 2, an autonomous mobile crowdsensing platform in-
troduces additional concerns that must be addressed, such as the privacy of
the participants and the reliability of the sensed data.

4.4.1 Emerging Application Domains


In the following, we present several domains that can benefit from mobile
crowdsensing, as well as a number of applications (some of them already pro-
totyped) for each domain:

• Road Transportation: Departments of transportation can collect fine-grain


and large-scale data about traffic patterns in the country/state using loca-
34 Mobile Crowdsensing

Local fog
Tornado
approaching! patches!

50% Highway
discount!

Traffic jam!
Shopping
mall
Free parking spot!
Parking Area

FIGURE 4.3
Mobile crowdsensing: People are both consumers and providers of sensed data.

tion and speed data provided by smartphones. The same information could
be used to provide individualized traffic re-routing guidance for congestion
avoidance [129] or to direct drivers toward free parking spots [114]. Data
about the quality of the roads could also be collected to help municipalities
quickly repair the roads [70]. Similarly, photos (i.e., camera sensor data)
taken by people during/after snowstorms can be analyzed automatically
to prioritize snow cleaning and removal.

• Healthcare and Wellbeing: Wireless sensors worn by people for heart rate
monitoring [9] and blood pressure monitoring [21] can communicate their
information to the owners’ smartphones. Typically, this is done for both
real-time and long-term health monitoring of individuals. Crowdsensing
can leverage these existing data into large-scale healthcare studies that
seamlessly collect data from various groups of people, which can be se-
lected based on location, age, etc. A specific example involves collecting
data from people who regularly eat fast food. The phones can perform
activity recognition and determine the level of physical exercise done by
people, which was proven to directly influence people’s health. For exam-
ple, as a result of such a study in a city, the municipality may decide to
create more bike lanes to encourage people to do more physical activities.
What Is Mobile Crowdsensing? 35

Similarly, the phones can determine the level of social interaction of certain
groups of people (e.g., using Bluetooth scanning, GPS, or audio sensors).
For example, a university may discover that students (or students from
certain departments) are not interacting with each other enough; conse-
quently, it may decide to organize more social events on campus. The same
mechanism coupled with information from “human sensors” can be used
to monitor the spreading of epidemic diseases.

• Marketing/Advertising: Real-time location or mobility traces/patterns can


be used by vendors/advertisers to target certain categories of people
[11, 22]. Similarly, they can run context-aware surveys (as a function of
location, time, etc.). For example, one question in such a survey could
ask people attending a concert what artists they would like to see in the
future.

4.4.2 Crowdsensing in Smart Cities


The power of mobile crowdsensing can be applied in smart cities. The main
visionary goal is to automate the organization of spontaneous and impromptu
collaborations of large groups of people participating in collective actions (such
as ParticipAct [50]) in urban crowdsensing. In a crowdsensing environment,
people or their mobile devices act as both sensors that collect urban data
and actuators that take actions in the city, possibly upon request. Managing
the crowdsensing process is a challenging task spanning several socio-technical
issues: from the characterization of the regions under control to the quantifi-
cation of the sensing density needed to obtain a certain accuracy; from the
evaluation of a good balance between sensing accuracy and resource usage
(number of people involved, network bandwidth, battery usage, etc.) to the
selection of good incentives for people to participate (monetary, social, etc.).
SmartSantander [161] is an example of a large-scale participatory sensing in-
frastructure using smartphones deployed within a Smart City.
From a social perspective, there is the need to identify people willing to
participate in urban sensing tasks and to find good incentives for participa-
tion, not only monetary rewards but also social ones (e.g., cleaner and safer
cities). Once identified, the participants have to be kept in the crowdsensing
loop, which involves active participation in sensing campaigns. From a more
technical perspective, one of the main challenges is finding a good balance
between system scalability and sensing accuracy for city-wide deployment en-
vironments. In such a new socio-technical system, the types of resources are
very different, spanning from computing (network bandwidth, memory, CPU,
etc.) to human resources (number of people involved, human attention, per-
sonal skills to contribute, etc.). Thus, it is impossible to fully control them.
36 Mobile Crowdsensing

4.5 Classification of Sensing Types


The mobile crowdsensing model treats each person carrying a mobile device as
a potential sensor node and forms a large sensor network leveraging the entire
population. Crowdsensing can be broadly classified into two major categories:

• Participatory manual sensing, where the participant manual intervention


is needed for certain input.
• Opportunistic automatic sensing, where the sensing is performed on the
participant’s smartphones in the background.

4.5.1 Participatory Manual Sensing


In participatory sensing, each sensing task involves the participant directly to
complete certain actions, such as capturing the photos of locations or events.
Therefore, in this method, the participants have major control of when, where,
and what to sense by deciding which sensing tasks to accept and to complete,
based on their availability. In participatory sensing, it is possible that sensing
is done automatically, but the participants may control the time when the
sensing can be done, the sharing policies, etc. In the following, we discuss ex-
amples of participatory sensing applications and extract crowdsensing insights
from these applications.

Photo and video journalism In citizen journalism [163, 25] applications,


citizens can report real-time data in the form of photos, video, and text
from public events or disaster areas. In this way, real-time information
from anywhere across the globe can be shared with the public as soon as
the event happens.
MoVi [38] is a crowdsensing system that creates video highlights based
on videos recorded by multiple people at real-life social gatherings and
parties. While this application assumes that participants record videos
continuously, we believe a more realistic scenario assumes that videos are
recorded only during certain events. Interesting events among various so-
cial groups are identified by a detection module. Once an interesting event
is detected in a group, the smartphones’s data of each participant is ana-
lyzed at a server to pick the best video for the event. The extracted best
video clips are then sorted in time and stitched into a single video com-
prising the highlights of the interesting event. The application running at
the server automatically does all the processing in generating such a video.
Road transportation sensing In traffic-jam alert [85, 175] applications,
the Department of Transportation uses a mobile crowdsensing system to
collect alerts generated by people driving on congested roads and then
What Is Mobile Crowdsensing? 37

distributes these alerts to other drivers. In this way, drivers on the other
roads can benefit from real-time traffic information.

Data sharing in social networks PEIR [124] is a participatory crowdsens-


ing application that uses location data collected from smartphones to cal-
culate the personalized approximations of environmental effect and expo-
sure. The application collects and uploads data automatically to the server
where the data is processed and analyzed. The application’s web interface
provides information to the participants, such as Carbon Impact, Sensi-
tive Site Impact, Smog Exposure, and Fast Food Exposure, which help to
determine how individual choices influence both the environmental impact
and exposure. The manual part of this application happens when the par-
ticipants share and compare their data or reports with other participants
or their friends in the social networks.
A similar combination of automatic sensing and manual sharing is encoun-
tered in another participatory crowdsensing application, CenceMe [119].
People can share their daily activities on social networks through smart-
phone sensing. The CenceMe application detects participants’ activities,
such as walking, running, or sitting; their current mood such as sad, happy,
or angry; and also the daily visited locations such as daily gym, regular
coffee shop, and workplace. The participants decide on which social net-
works to post their data. This application allows the participants to be
active among their friends and helps them in finding new social connec-
tions. The CenceMe software is comprised of: a) software-based sensors
and data analysis engine to perform activity recognition; b) sensing data
repository to store the collected data; and c) a service layer used to share
the sensed data between friends based on participants’ privacy settings.

4.5.2 Opportunistic Automatic Sensing


In opportunistic sensing, the actual sensing is performed automatically and
the participant is not involved in the sensing activity. The smartphones makes
the appropriate decisions and initiates the sensing data collection and sharing.
This sensing model transfers the burden from the participants to a central
sensing system (or to an ad hoc network of mobile devices) to determine
when, where, and on which participant’s smartphones to perform automatic
sensing in order to satisfy the sensing application needs. The system considers
the social aspects of the participants when making decisions regarding sensing
task scheduling. These aspects include current location, possible next location,
current activity, regular patterns on a daily basis, and health condition; then
this sensing aspect is called people-centric sensing.

Behavioral and social sensing Darwin [118] is an opportunistic crowd-


sensing platform that combines collaborative sensing and classification
techniques to detect participants’ behavior and their context on mobile
38 Mobile Crowdsensing

phones. The system leverages efficient machine learning techniques spe-


cially built to run directly on smartphones with limited storage and pro-
cessing resources. Many social networking applications can easily integrate
Darwin. The application focuses on voice recognition (i.e., the voice is
captured by the microphones) and executes three important steps: 1) each
smartphones constructs a model of the event to be sensed, and over time,
the model evolves with new data; 2) multiple smartphones that are co-
located transfer their models to each other to enable classification tasks
for different people, and 3) the classification accuracy is achieved by collab-
orative inference of various smartphones sensing context viewpoints. The
raw sensor data is never communicated to other smartphones or stored on
the smartphone, in order to improve the application’s performance and
privacy.
EmotionSense [135] is another mobile opportunistic sensing platform for
social psychological studies. The application senses individual emotions,
activities, and interactions between the participants of social groups. The
application can be used to understand human behavior and emotions by
correlating participants’ interactions and activities. The main novelties in
EmotionSense are the emotion detection and speaker recognition modules,
which are based on Gaussian mixture methods. The experimental results
in the real world, done in collaboration with social psychologists, show that
the distribution of the emotions detected through EmotionSense generally
reflects self-reports by the participants.
Road transportation sensing Drivers looking for parking cause on aver-
age, 30% of traffic congestion in urban areas as per automotive traffic
studies. However, deploying a sensing infrastructure to monitor real-time
parking availability throughout a city is a significant investment burden
on city transportation organizations. Instead, ParkSense [126] proposes a
system that detects if a driver has vacated a parking spot. In conjunction
with crowdsensing, this system can be leveraged to address many parking
challenges. ParkSense leverages WiFi signatures in urban areas for sensing
“unparking” events. In addition, it uses a novel approach based on the rate
of change of WiFi beacons to sense if the person has started driving.
Mobile crowdsensing can be used to provide a queue system for taxi ser-
vices, similar to passengers waiting queues and taxis waiting queues that
are commonly seen in many urban cities. In densely populated cities, either
passengers queuing for taxis or taxis queuing for passengers frequently oc-
curs due to the citywide imbalance of taxi supply and demand. Timely and
accurate detection of such waiting queues and the queue properties would
undoubtedly benefit both public commuters and taxi drivers. A queue
analytics system has been proposed in [109], one that employs crowdsens-
ing to collect mobile data from taxis and smartphones in order to detect
both passenger queues and taxi queues. In particular, the system first
determines the existence of taxi queues by analyzing the taxi data, and
What Is Mobile Crowdsensing? 39

then makes a soft inference on passenger queues. On the taxi side, taxis
periodically update their status, GPS location, and instantaneous speed.
Meanwhile, the passenger side adopts a crowdsensing strategy to detect
the personal-scale queuing activities. The extensive empirical experiments
demonstrated that the system can accurately and effectively detect the
taxi queues and then validate the passenger queues.
Indoor localization In mobile applications, location-based services are be-
coming increasingly popular to achieve services such as targeted adver-
tisements, geosocial networking, and emergency notifications. Although
GPS provides accurate outdoor localization, it is still challenging to accu-
rately provide indoor localization even by using additional infrastructure
support (e.g., ranging devices) or extensive training before system de-
ployment (e.g., WiFi signal fingerprinting). Social-Loc [97] is designed to
improve the accuracy of indoor localization systems with crowdsensing.
Social-Loc takes as its input the potential locations of individual users,
which are estimated by any underlying indoor localization system, and
exploits both social encounters and non-encounter events to cooperatively
calibrate the estimation errors. Social-Loc is implemented on the Android
platform and demonstrated its performance over two underlying indoor
localization systems: Dead-reckoning and WiFi fingerprint.
Furthermore, in most situations the lack of floor plans makes it difficult
to provide indoor localization services. Consequently, the service providers
have to go through exhaustive and laborious processes with building oper-
ators to manually gather such floor-plan data. To address such challenges,
Jigsaw [71], a floor-plan reconstruction system, is designed such that it
leverages crowdsensed data from mobile users. It extracts the position,
size, and orientation information of individual landmark objects from im-
ages taken by participants. It also obtains the spatial relation between
adjacent landmark objects from inertial sensor data and then computes
the coordinates and orientations of these objects on an initial floor plan.
By combining user mobility traces and locations where images are taken,
it produces complete floor plans with hallway connectivity, room sizes, and
shapes.

4.6 Conclusion
This chapter discussed the origins of mobile crowdsensing, which borrows
techniques from people-centric mobile sensing and crowdsourcing. We first
discussed the advantages of collective sensing in various domains such as en-
vironmental, infrastructure, and social. Then, we investigated non-monetary
incentives for mobile sensing, with a focus on gaming. The chapter contin-
40 Mobile Crowdsensing

ued with an extensive presentation of mobile crowdsensing and its applica-


tion domains. Finally, we presented a classification of sensing types in mobile
crowdsensing and illustrated each type with representative applications.
5
Systems and Platforms

5.1 Introduction
This chapter describes several mobile crowdsensing systems that are based on
a centralized design, such as McSense [156], Medusa [134], and Vita [92]. The
chapter also describes the prototype implementation and the sensing tasks
developed for each mobile crowdsensing system.

5.2 The McSense System


McSense [156] is a mobile crowdsensing platform that allows clients to collect
many types of sensing data from smartphones carried by mobile users. The
interacting entities in the mobile crowdsensing architecture are:

• McSense: A centralized mobile crowdsensing system that receives sensing


requests from clients and delivers them to providers.
• Client: The organization or group that is interested in collecting sensing
data from smartphones using the mobile crowdsensing system.
• Provider: A mobile user who participates in mobile crowdsensing to pro-
vide the sensing data requested by the client.

5.2.1 Architecture of McSense


The architecture of McSense, illustrated in Figure 5.1, has two main compo-
nents: (1) the server platform that accepts tasks from clients and schedules
the individual tasks for execution at mobile providers; and (2) the mobile
platform (at the providers) that accepts individual tasks from the server, per-
forms sensing, and submits the sensed data to the server. The communication
among all these components takes place over the Internet. Next we discuss
the overall process in more detail.

41
42 Mobile Crowdsensing

FIGURE 5.1
McSense architecture.

User registration: The McSense application on the smartphone shows a


registration screen for first-time users, prompting them to enter an email ad-
dress and a password. During the registration process, the user phone’s MEID
(Mobile Equipment IDentifier) is captured and saved in the server’s database
along with the user’s email address and password. The authors chose to store
the phone’s MEID in order to enforce one user registration per device. In ad-
dition, the server also avoids duplicate registrations when users try registering
with the same email address again.
Posting new sensing tasks: New sensing tasks can be posted by clients using
a web interface running on the McSense server. The sensing task details are
entered on this web page by the client and submitted to the server’s database.
Once a new task is posted, the background notification service running on the
provider’s phone identifies the new available tasks and notifies the provider
with a vibrate action on the phone. Providers can check the notification and
can open the McSense application to view the new available tasks. When the
application is loaded, the providers can see four tabs (Available, Accepted,
Completed and Earnings). The providers can view the list of tasks in the
respective tabs and can click on each task from the list to view the entire
task details (type, status, description, accepted time, elapsed time, completion
time, expiration time, payment amount).
Life cycle of a task: The life cycle starts from the Available tasks tab.
When a provider selects an available task and clicks on the Accept button,
the task is moved to the Accepted tab. Once a task is accepted, then that
task is not available to others anymore. When the accepted task is completed
according to its requirements, the task is moved to the Completed tasks tab.
Finally, the providers view their aggregated total dollars earned for success-
Systems and Platforms 43

fully completed tasks under the Earnings tab. If the accepted task expires
before being completed successfully according to its requirements, it is moved
to the Completed tasks tab and marked as unsuccessfully completed. The
providers do not earn money for the tasks that are completed unsuccessfully.
Background services on phone: When the network is not available, a com-
pleted task is marked as pending upload. A background service on the phone
periodically checks for the network connection. When the connection becomes
available, the pending data is uploaded and finally, these tasks are marked as
successfully completed. If the provider phone is restarted manually or due to
a mobile OS crash, then all the in-progress sensing tasks are automatically
resumed by the Android’s BroadcastReceiver service registered for the Mc-
Sense application. Furthermore, the Accepted and the Completed tabs’ task
lists are cached locally and are synchronized with the server. If the server is
not reachable, the users can still see the tasks that were last cached locally.

5.2.2 Tasks Developed for McSense


The sensing tasks that were developed fall into two categories:

1. Manual tasks, e.g., photo tasks.


2. Automated tasks, e.g., sensing tasks using accelerometer and GPS
sensors; sensing tasks using Bluetooth communication.

Manual Photo Sensing Task: Registered users are asked to take photos
from events on campus. Once the user captures a photo, she needs to click on
the “Complete Task” button to upload the photo and to complete the task.
Once the photo is successfully uploaded to the server, the task is considered
successfully completed. These uploaded photos can be used by the university
news department for their current news articles. On clicking the “Complete
Task” button, if the network is not available, the photo task is marked
as completed and waiting for upload. This task is shown with a pending
icon under the completed tasks tab. A background service would upload the
pending photos when the network becomes available. If a photo is uploaded
to the server after the task expiration time, then the photo is not useful to
the client. Therefore, the task will be marked as “Unsuccessfully completed,”
and the user does not earn money for this task.
Automated Sensing Task using Accelerometer and GPS Sensors:
The accelerometer sensor readings and GPS location readings are collected
at 1-minute intervals. The sensed data is collected along with the userID
and a timestamp, and it is stored into a file in the phone’s internal storage,
which can be accessed only by the McSense application. This data will be
uploaded to the application server on completion of the task (which con-
sists of many data points). Using the collected sensed data of accelerometer
readings and GPS readings, one can identify users’ activities like walking,
44 Mobile Crowdsensing

running, or driving. By observing such daily activities, one can find out how
much exercise each student is getting daily and derive interesting statistics,
such as which department has the most active and healthy students in a
university.
Automated Sensing Task using Bluetooth Radio: In this automated
sensing task, the user’s Bluetooth radio is used to perform periodic (every 5
minutes) Bluetooth scans until the task expires; upon completion, the task
reports the discovered Bluetooth devices with their location back to the Mc-
Sense server. The sensed data from Bluetooth scans can provide interesting
social information, such as how often McSense users are near each other.
Also, it can identify groups who are frequently together, to determine the
level of social interaction among certain people.
Automated Resource Usage Sensing Task: In this automated sensing
task, the usage of a user’s smartphone resources is sensed and reported back
to the McSense server. Specifically, the report contains the mobile applica-
tions usage, the network usage, the periodic WiFi scans, and the battery
level of the smartphone. While logging the network usage details, this au-
tomated task also logs overall device network traffic (transmitted/received)
and per-application network traffic.

5.2.3 Field Study


The McSense platform was used to perform a field study. To participate in
the study, students have been asked to download the McSense application
from the Android market and install it on their phones. The demographic
information of the student participants is shown in Table 5.1. On the applica-
tion server, various sensing tasks are posted periodically. Some tasks had high
monetary value associated with their successful completion. A few other tasks
were offered with very low or no monetary incentives, in order to observe the
provider’s participation (i.e., volunteering) in collecting free sensing data. As
tasks are submitted to the application server, they also appear on the partic-
ipants’ phones where the application has been installed. Each task contains a
task description, its duration, and a certain amount of money. The students
use their phones to sign up to perform the task. Upon successful completion
of the task, the students will accumulate credits (payable in cash at the end
of the study). The authors conducted the study for approximately 2 months.
Next, provide details about the automated accelerometer and GPS sensing
tasks posted on the McSense server:

1. The authors posted automated tasks only between 6am and 12pm.
Users can accept these tasks when they are available. When a user
accepts the automated sensing task, then the task starts running
in the background automatically. Furthermore, to be able to accept
Systems and Platforms 45

TABLE 5.1
Participants demographic information
Total participants 58
Males 90%
Females 10%
Age 16–20 52%
Age 21–25 41%
Age 26–35 7%

automated sensing tasks, users must have WiFi and GPS radios
switched on.
2. Automated sensing tasks expire each day at 10pm. The server com-
pares the total sensing time of the task to a threshold of 6 hours. If
the sensing time is below 6 hours, then the task is marked as “Un-
successfully Completed,” otherwise it is marked as “Successfully
Completed.”
3. Automated sensing tasks always run as a background service. On
starting or resuming this service, the service always retrieves the
current time from the server. Thus, even when the user sets an
incorrect time on the mobile, the task will always know the correct
current time and will stop sensing after 10pm.
4. Long-term automated sensing tasks are posted for multiple days.
Users are paid only for the number of days they successfully com-
plete the task. The same threshold logic is applied to each day for
these multi-day tasks.
For manual tasks such as photo tasks, users have to complete the task
manually from the Accepted Tasks Tab by taking the photo at the requested
location. Users were asked to take general photos from events on a university
campus. Once the photos are successfully uploaded to the application server
and a basic validation is performed (photos are manually validated for ground
truth), the task is considered successfully completed.

5.3 The Medusa System


Medusa [134] is a programming framework for crowdsensing that provides
support for humans-in-the-loop to trigger sensing actions or to review results.
It recognizes the need for participant incentives, and addresses their privacy
and security concerns. Medusa provides high-level abstractions for specifying
the steps required to complete a crowdsensing task, and employs a distributed
46 Mobile Crowdsensing

runtime system that coordinates the execution of these tasks between smart-
phones and a cluster on the cloud. The Medusa architecture and design is
evaluated using a prototype that uses ten crowdsensing tasks.

5.3.1 Architecture of Medusa


Medusa addresses the challenge of programming crowdsensing tasks elegantly
by using a high-level programming language called “MedScript.” This lan-
guage can reduce the burden of initiating and managing crowdsensing tasks,
specifically for non-technical requestors who will constitute the majority of
crowdsensing users. MedScript provides abstractions for intermediate steps
in a crowdsensing task (these are called “stages”), and for controlling the
flow between stages (these are called “connectors”). Unlike most program-
ming languages, it provides the programmer with language-level constructs
for incorporating workers into the sensing workflow. The Medusa runtime is
architected as a partitioned system with a cloud component and a smartphone
component. For robustness, it minimizes the task execution state maintained
on the smartphone, and for privacy, it ensures that any data that leaves the
phone must be approved by the (human) worker. Finally, it uses Amazon Me-
chanical Turk(AMT) to recruit workers and to manage monetary incentives.
The design of the Medusa runtime is guided by three architectural decisions
that simplify its overall system design:

• Partitioned Services: The Medusa design is focused on implementing a par-


titioned system that uses a collection of services both on the cloud and on
worker smartphones. The intuition behind such an architectural decision is
that some of the requirements are more easily accomplished on an always
Internet-connected cloud server or cluster (such as task initiation, volun-
teer recruitment, result storage, and monetary transactions). Others, such
as sensing and in-network processing, are better suited for execution on the
smartphone.
• Dumb Smartphones: The sensing system should minimize the amount of
task execution state that is maintained on smartphones. This design prin-
ciple prevents large segments of a task from being completely executed on
the smartphone without any task progress updates sent to the cloud. This
principle enables robust task execution even in the case of intermittent con-
nectivity, failures, or long-term phone outages that may occur when workers
turn off their smartphones.
• Opt-in Data Transfers: The sensing system should automatically require a
user’s permission before sending any data from a smartphone to the cloud.
Data privacy is a significant concern in crowdsensing applications, and this
principle ensures that the users have the option to opt-out of data contri-
butions. Furthermore, before the workers opt-in to share sensing data, they
may view a requestor’s privacy policy.
Systems and Platforms 47

These architectural principles enable the mobile crowdsensing system to


achieve all of the requirements of the requestors (sensing clients) without
significantly complicating the system design.

5.3.2 Execution of Sensing Tasks in Medusa


According to the partitioned services principle, Medusa is structured as a
collection of services running on the cloud and on the phone. These services
coordinate to perform crowdsensing tasks. In this section, we give a high-
level overview of Medusa by using a running example about a user’s video
documentation task (i.e., the user is collecting relevant videos for her research).
In Medusa, Alice writes her video documentation task in MedScript. She
submits the program to the MedScript interpreter, which is implemented as
a cloud service. The sequence of stages specified in the video documentation
crowdsensing task is as follows:
Recruit− > T akeV ideo− > ExtractSummary− > U ploadSummary− >
Curate− > U ploadV ideo
The interpreter parses the program and creates an intermediate represen-
tation, which is passed on to a Task Tracker. The Task Tracker coordinates the
task execution with other components as well as with workers’ smartphones.
In the Recruit stage, Task Tracker contacts Worker Manager (a back-end ser-
vice), which initiates the recruitment of workers (it uses Amazon Mechanical
Turk for recruitment). When workers agree to perform the task, these noti-
fications eventually reach Task Tracker through Worker Manager. Generally,
different workers may agree to perform the task at different times. Monetary
incentives are specified at the time of recruitment.
Once a worker has been recruited, the next stage, called TakeVideo, is ini-
tiated on that worker’s smartphone by sending a message to the Stage Tracker
instance that runs on every phone. The TakeVideo stage is a downloadable
piece of code from an extensible Stage Library, a library of pre-designed stages
that requestors can use to design crowdsensing tasks. Each such stage executes
on the phone in a sandboxed environment called MedBox. The TakeVideo
stage requires human intervention where the worker needs to open the camera
application and take a video. To remind the worker of this pending action, the
stage implementation uses the underlying system’s notification mechanism to
alert the worker. Once the video has been recorded, Stage Tracker notifies the
Task Tracker of the completion of that stage, and awaits instructions regarding
the next stage, which adheres to the dumb smartphones principle.
The Task Tracker then notifies the Stage Tracker that it should run the
ExtractSummary stage. This stage extracts a small summary video comprised
of a few sample frames from the original video, then uploads it to the Task
Tracker. Before the upload, the user is required to preview and approve the
contribution as per the opt-in data transfers principle.
The execution of the next stages follows the same pattern. The Task
Tracker initiates the Curate stage, in which a completely different set of vol-
48 Mobile Crowdsensing

unteers rates the videos. Finally, the selected videos are uploaded to the cloud.
Finally, Alice is notified once all the stages are completed.

5.3.3 Scalability and Robustness


To analyze the scalability and overhead in Medusa, the system measured the
time taken to perform several individual steps in task execution, both on the
cloud and the smartphones. The main server-side delay in Medusa is due to
the time that it takes to deliver an SMS message to the phone: between 20
and 50 seconds. This is because the implementation uses an email-to-SMS
gateway; a more optimized implementation might use direct SMS/MMS de-
livery, reducing latency. However, latency of task execution is not a significant
concern when humans are in the loop. For crowdsensing tasks it would be
better to have deadlines on the order of hours from initiation. In addition,
the second main component of delay in Medusa is the time that it takes for a
human to sign up for the task.
Overall, actual processing overheads on the server side are only 34.47ms
on average, which permits a throughput of 1740 task instances per minute on
a single server. Besides, the server component is highly parallelizable, since
each task instance is relatively independent and can be assigned a separate
Task Tracker. Therefore, if task throughput ever becomes an issue, it would
be possible to leverage the cloud’s elastic computing resources to scale the
system.
The major component that adds delay on the smartphone is the time
to instantiate the stage implementation binary, which takes 402.7ms. This
overhead is imposed by Android as the stage implementations are Android
package files and the Android runtime must unpack this and load the class files
into the virtual machine. Finally, the total delay imposed by Medusa platform
is only 459.8ms per stage, of which the dominant component is the stage binary
initialization. On the timescale of expected task completion (generally in the
order of 10s of minutes) this represents negligible overhead.
To enable robust task execution, Medusa maintains the state of data con-
tributions in its Data Repository as well as the state of stage execution for
each worker in its Stage State Table. In case of a task failure, Medusa waits
for a pre-defined timeout (10 minutes in the prototype implementation) before
restarting the pending stage of the sensing task. This simple retry mechanism
works well across any transient failure mainly because stage execution state
is maintained on the cloud. Additionally, Medusa allows smartphone owners
to limit the computation used by a single stage (on a per-stage basis) and can
also limit the amount of data transferred per task instance. This allows users
to implement policies that allocate more resources for tasks that get a higher
monetary reward.
Systems and Platforms 49

5.4 The Vita System


Vita [92] is a mobile cyber-physical system for crowdsensing applications,
which enables mobile users to perform mobile crowdsensing tasks in an ef-
ficient manner through mobile devices. A cyber-physical system (CPS) is a
system of collaborating computational elements controlling physical entities.
A mobile cyber-physical system is a subcategory of CPS. Vita provides a
flexible and universal architecture across mobile devices and cloud comput-
ing platforms by integrating the service-oriented architecture with a resource
optimization mechanism for crowdsensing, with extensive support to appli-
cation developers and end users. The customized platform of Vita enables
intelligent deployments of tasks between humans in the physical world. It also
allows dynamic collaborations of services between mobile devices and a cloud
computing platform during run-time of mobile devices with service failure
handling support.

5.4.1 Architecture of Vita


The two main components of Vita’s architecture are the mobile platform and
the cloud platform. The mobile platform provides the required environment
and ubiquitous services to allow users to participate in crowdsensing tasks
through their smartphones. The cloud platform provides a central coordi-
nating platform to store and integrate the wide variety of data and tasks
from crowdsensing and social networking service providers, as well as the de-
velopment environment to support the development of mobile crowdsensing
applications.
Vita uses the mobile service-oriented architecture (SOA) framework.
This is an extensible and configurable framework that is based on the spec-
ifications and methodologies of RESTful Web Services. The mobile SOA in-
tegrates popular social networking services such as Facebook and Google+.
It also supports the development of multiple mobile web service-based ap-
plications and services in an efficient and flexible way, with standard service
interaction specifications that enable dynamic service composition during mo-
bile devices’ run-time. Furthermore, in Vita, this mobile SOA framework also
works as a bridge between the mobile platform and cloud platform of Vita
over the Internet.
The design of the cloud platform of Vita is based on RESTful Web
Service-based architecture design methodologies and specifications, so that
an open, extensible and seamless architecture can be provided across the mo-
bile and cloud platform of Vita. The cloud platform of Vita includes four
components:

• Management interface: It provides the development environment and appli-


cation programming interfaces to support application developers and enable
50 Mobile Crowdsensing

third-party service providers to participate in the development of different


applications and services for mobile crowdsensing.
• Storage service: It supports automatic backup of Vita system data, such
as data related to software services, installation files of Vita in the mobile
devices, task lists and results of mobile crowdsensing, and sensing data up-
loaded by the mobile devices through Vita.
• Deployment environment: It enables dynamic deployments of the mobile
platform and various web services of Vita to different mobile devices, ac-
cording to their capacities and practical application requirements.
• Process runtime environment: It provides the services of the crowdsensing
platform, such as coordinating, processing, and combining multiple crowd-
sensing results from different mobile devices in real-time.
Vita uses a resource optimization mechanism called an application-
oriented service collaboration model (ASCM) for allocating human-
based tasks among individuals, and computing tasks between mobile devices
and cloud computing platforms, efficiently and effectively. The ASCM includes
three components:
• Transformer: The Transformer can transfer the diverse application requests
and tasks from users to a standard data format as a web service during a
mobile device’s runtime.
• Task Client: The Task Client works as a bridge between the ASCM and the
mobile SOA framework. It could receive the application requests of users and
invokes the existing services in the mobile SOA framework to accomplish the
tasks.
• Social Vector: The Social Vector can obtain application tasks information
from the Transformer, and service and social information from the mobile
SOA framework through the Task Client. Based on these, the Social Vec-
tor quantifies the distance and relationship between two physical elements
(i.e., people, mobile devices, server of the cloud platform) and virtual ele-
ments (i.e., software service, computing/human-based task) to facilitate the
deployment of computing tasks and human-based tasks among different de-
vices and users of mobile CPS, according to different specific crowdsensing
application scenarios.

5.4.2 Application Example of Vita


An application named “Smart City” was developed on Vita, to demonstrate
the functionalities of Vita and the applications of mobile CPS for crowdsensing
in our daily lives. Smart City consists of two generic functions (Services and
Crowdsensing) and two application-specific functions (eating and shopping
tour).
Systems and Platforms 51

The generic functions are:


1. Services: This RESTful-based service function can be extended by
application developers flexibly to enable new application-specific
service-sharing strategies, which allow the users to easily share func-
tions in mobile devices’ run-time during some specific crowdsensing
scenarios, via the cloud platform of Vita.
2. Crowdsensing: This function allows mobile users to post crowd-
sensing requests through social networks, to find out the potential
people who could help to accomplish the tasks, and to accept new
crowdsensing tasks by choosing the preferable task on the list.
The application-specific functions are:
Eating: The eating function consists of four sub-functions: i-Ask, Search,
Comment, and Photo. It is designed to enable people who travel in a new
city to conveniently find out and share food information that interests them
in real-time. In the prototype, the application scenario is that a visitor called
Blair has traveled from Vancouver to Hong Kong, and she wants to taste
some local food in Hong Kong that Vancouver does not have. Three other
persons are in restaurants. First, Blair posts the related crowdsensing request
through the eating feature of the Smart City application on her phone, as
follows: What food can be found here that is not available in Vancouver?
Second, based on the location service, and with the help of ASCM and the
cloud platform of Vita, the request can be automatically pushed to the three
persons who are dining in restaurants and have experience about this (i.e., two
of them had lived in Vancouver before). Third, through the user interface of
Smart City, they take a photograph of the food and attach simple comments.
The photograph and comments are automatically combined with the location
service and map service, and then the answers are uploaded to the cloud
platform of Vita. After the cloud platform of Vita gets all of the answers, it
can automatically match the other answers stored in it before. The overall
answers are then returned to Blair’s phone. Experimental evaluation shows
that the time taken by Vita to return the answers after Blair made the request
was approximately 2–3 minutes.
Shopping tour: This function is designed to assist users in a city to
easily find out and/or share the shopping information that interests them in
real-time. This shopping example demonstrates that Vita can leverage the
advantages of Internet services (i.e., today’s shopping information) and cloud
computing platform to enable people to aggregate and realize the shopping
information that they are interested in, through mobile devices in a convenient
and efficient manner.

5.4.3 Performance and Reliability


The system and task performance of Vita is evaluated in terms of three pa-
rameters: time efficiency, energy consumption, and networking overhead in
52 Mobile Crowdsensing

mobile devices. These parameters are measured when the mobile users fin-
ish crowdsensing and concurrent computation tasks, as these parameters have
great impact on the experience of mobile users when they are participating in
mobile crowdsensing.
The time delay refers to the periods between the time that the smartphone
initiates a crowdsensing request to the cloud platform and the time that it
receives the responses from the servers on the cloud platform of Vita. The
average time delay observed in the experiments using Vita’s system is 11
seconds. This time delay is very low compared to Medusa’s average time delay,
which is about 64 seconds.
The Vita system uses a service state synchronization mechanism
(S3M) [125] to detect and recover the possible service failures of mobile de-
vices when they are running tasks and collaborating with the cloud platform
of Vita. Service failures could be detected and recovered with the help of S3M,
since S3M includes the function to store the stage execution state on both the
mobile device and the cloud platform of Vita. The experimental results show
that the average time delay with S3M loaded is 12.8 seconds, whereas the
increases in battery consumption and network overhead are relatively higher,
at about 75% and 43%, respectively. Based on these results, developers can
choose whether or not to integrate the S3M model according to their specific
purposes when developing mobile crowdsensing applications on Vita.

5.5 Other Systems


PEIR [124] and SoundSense [108] are similar participatory sensing systems,
but which do not incorporate incentives into sensing. Moreover, they do not
support programmable data collection from multiple sensors or an in-network
processing library. The PEIR application uses mobile phones to evaluate if
users have been exposed to airborne pollution, enables data sharing to en-
courage community participation, and estimates the impact of individual
user/community behaviors on the surrounding environment. mCrowd [179]
is another system that enables users to post and work on sensor-related tasks,
such as requesting photos of a specific location, asking to tag photos, and
monitoring traffic.
AnonySense [148] is a privacy-aware tasking system for sensor data col-
lection and in-network processing, whereas PRISM [59] proposes a procedu-
ral programming language for collecting sensor data from a large number of
mobile phones. More recently, Ravindranath et al. [140] have explored task-
ing smartphones crowds, and provide complex data processing primitives and
profile-based compile-time partitioning.
ParticipAct [48] is another sensing platform that focuses on the manage-
ment of large-scale crowdsensing campaigns as real-world experiments. The
Systems and Platforms 53

ParticipAct platform and its ParticipAct living lab [49] form an ongoing ex-
periment at the University of Bologna. This involves 170 students for one
year in several crowdsensing campaigns that can passively access smartphone
sensors and also prompt for active user collaboration.
Cardone et al. [48] proposed an innovative geo-social model to profile users
along different variables, such as time, location, social interaction, service us-
age, and human activities. Their model also provides a matching algorithm to
autonomously choose people to involve in sensing tasks and to quantify the
performance of their sensing. The core idea is to build time-variant resource
maps that could be used as a starting point for the design of crowdsensing
ParticipActions. In addition, it studies and benchmarks different matching
algorithms aimed to find, according to specific urban crowdsensing goals geo-
localized in the Smart City, the “best” set of people to include in the collec-
tive ParticipAction. The technical challenge here is to find, for the specific
geo-socially modeled region, the good dimensioning of number/profiles of the
involved people and sensing accuracy.
Tuncay et al. [165] propose a participant recruitment and data collection
framework for opportunistic sensing, in which the participant recruitment and
data collection objectives are achieved in a fully distributed fashion and op-
erate in DTN (Delay Tolerant Network) mode. The framework adopts a new
approach to match mobility profiles of users to the coverage of the sensing
mission. Furthermore, it analyzes several distributed approaches for both par-
ticipant recruitment and data collection objectives through extensive trace-
based simulations, including epidemic routing, spray and wait, profile-cast,
and opportunistic geocast. The performances of these protocols are compared
using realistic mobility traces from wireless LANs, various mission coverage
patterns, and sink mobility profiles. The results show that the performances
of the considered protocols vary, depending on the particular scenario, and
suggest guidelines for future development of distributed opportunistic sensing
systems.

5.6 Conclusion
In this chapter, we discussed existing mobile crowdsystems platforms. We first
described the McSense system, which is a mobile crowdsensing platform that
allows clients to collect many types of sensing data from users’ smartphones.
We then presented Medusa, a programming framework for crowdsensing that
provides support for humans-in-the-loop to trigger sensing actions or review
results, recognizes the need for participant incentives, and addresses their
privacy and security concerns. Finally, we discussed Vita, a mobile cyber-
physical system for crowdsensing applications, which enables mobile users
54 Mobile Crowdsensing

to perform mobile crowdsensing tasks in an efficient manner through mobile


devices.
6
General Design Principles and Example of
Prototype

6.1 Introduction
We believe that mobile crowdsensing with appropriate incentives and with
a secure architecture can achieve real-world, large-scale, dependable, and
privacy-abiding people-centric sensing. However, we are aware that many chal-
lenges have to be overcome to make the vision a reality. In this chapter, we
describe a general architecture for a mobile crowdsensing system considering
the existing architectures presented previously in Chapter 5. We then point
out important principles that should be followed when implementing the MCS
prototypes in order to address known challenges in data collection, resource
allocation, and energy conservation.

6.2 General Architecture


Mobile crowdsensing requires that sensing and sharing of data occurs in a ro-
bust and efficient fashion. Smartphones cannot be overloaded with continuous
sensing commitments that undermine the performance of the phone (e.g., by
depleting battery power). Therefore, one challenge is to determine which ar-
chitectural components should run on the phone and which should run in the
cloud. Some MCS architecture models propose that raw sensor data should
not be pushed to the cloud because of privacy issues.
In the early phases of mobile crowdsensing development, the sensing ap-
plications were built specific to each application’s requirements. Such an
application-specific architecture hinders the development and deployment of
MCS applications in many ways. First, it is difficult for developers to pro-
gram an application. To write a new application, the developer has to address
challenges in energy, privacy, and data quality. These issues are common for
any MCS application, so for every developer it is like reinventing the wheel all
the time. Furthermore, developers may need to develop different variants of

55
56 Mobile Crowdsensing

local analytics if they want to run the application on a wide variety of devices
running on different operating systems.
Second, this approach is inefficient. Applications performing sensing and
processing activities independently without understanding each other’s high-
level context will result in low efficiency when these applications start sensing
similar data from the resource-constrained smartphones. Moreover, there is
no collaboration or coordination across devices, so all the devices may not be
needed when the device population is dense. Therefore, the current architec-
ture is not scalable. Only a small number of applications can be accommodated
on each device. Also, the data gathered from large crowds of the public may
overwhelm the network and the back-end server capacities, thus making the
current architecture non-scalable.

6.2.1 Current Architecture


Currently, a typical mobile crowdsensing (MCS) system has two application-
specific components, one on the device (for sensor data collection and propa-
gation) and the second in the back-end (web server or cloud) for the analysis
of the sensor data required for the MCS application. Such unifying architec-
ture addresses the limitations discussed in application-specific architectures.
It will satisfy the common needs for multiple different applications. This gen-
eral architectural viewpoint for the mobile phone and the computing cloud is
described as a means to discuss the major architectural issues that need to
be addressed. This may not be the best system architecture, but it gives a
good baseline for discussions that will eventually lead to a converging view
and move the field forward.
In the general architecture, individual smartphones collect raw sensor data
from the sensors embedded in the phone. Machine learning and data mining
techniques can be applied to extract the information from the sensor data.
These aggregation tasks execute either directly on the phone, in the back-
end server or cloud, or with some partitioning between the smartphone and
cloud. Decisions on where these components should execute can depend on
various architectural considerations, such as privacy, providing user real-time
feedback, reducing communication cost between the phone and cloud, avail-
able computing resources, and sensor fusion requirements. Hence, the issue of
where these components should run remains an open problem that needs to
be explored more.
Based on the commonality or coupling of the components, we can group
a number of important architectural components together. For instance, a
personal sensing application will only inform the user, whereas a group or
community sensing application may share an aggregate version of the data
with a broader population and can mask the identity of the individual con-
tributing users.
General Design Principles and Example of Prototype 57

6.2.2 Implementation Principles


The general principles that should be followed by the implementation of mobile
crowd sensing systems are:
1. It should allow application developers to specify their data needs in
a high-level language.
2. It should identify common data needs across applications to avoid
duplicate sensing and processing activities on devices.
3. It should automatically identify the set of devices that can provide
the desired data, and produce instructions to configure the sensing
activities on devices properly.
4. When dynamic changes happen, it should adapt the set of chosen
devices and sensing instructions to ensure the desired data quality.
5. To avoid implementing different versions of local analytics on het-
erogeneous devices, it is necessary to have a layer that hides the
differences in physical sensor access APIs and provide the same API
upwards. This makes it possible to reuse the same local analytics
across different device platforms.
Other MCS architectural designs are possible. For example, it might be
possible to design a purely peer-to-peer crowdsensing system, and it might
also be possible to empower smartphones to exclusively execute crowdsensing
tasks. The described architectural principles enable us to achieve the crowd-
sensing requirements without significantly complicating the system design.
Furthermore, these principles do not precisely determine what functionality
to place on the cloud or on the phone. In the next section, we present a
prototype whose implementation adheres to most of these design principles.

6.3 Prototype Implementation and Observations


In this section, we discuss the McSense prototype implemented by Talasila et
al. [19] to run a mobile crowdsensing user study. The McSense application,
shown in Figure 6.1, has been implemented in Android and is compatible with
smartphones running Android OS 2.2 or higher. The application was tested
successfully using Motorola Droid 2 phones that have 512 MB RAM, 1 GHz
processor, Bluetooth 2.1, Wi-Fi 802.11 b/g/n, 8 GB on-board storage, and
8 GB microSD storage. The McSense [19] Android application was deployed
to Google Play [12] to make it available for students on campus. The server
side of McSense is implemented in Java/J2EE using the MVC (Model View
Controller) framework. The Derby database is used to store the registered user
58 Mobile Crowdsensing

FIGURE 6.1
McSense Android Application showing tabs (left) and task screen for a photo
task (right).

accounts and assigned task details. The server side Java code is deployed on
the Glassfish Application Server, which is an open-source application server.

6.3.1 Task Assignment Policies


McSense deals with a continuously changing landscape: tasks are dynami-
cally described and assigned, while participants roam free, following paths
that unpredictably change dynamically, making it difficult to predict the best
task-participant assignment schema. McSense evaluates the sensing task per-
formance in terms of three main goal parameters: success ratio (i.e., ratio of
successfully completed tasks over created ones), completion time (i.e., the in-
terval between task start time and its successful conclusion), and number of
required participants (i.e., number of participants to activate for task execu-
tion). At sensing task creation time, the city manager in a Smart City can
either rely on default goal parameter values proposed by McSense or config-
ure them depending on the experience stemming from previous task execution
runs and specific application requirements.
For instance, for a mission-critical sensing task, she will choose higher
General Design Principles and Example of Prototype 59

completion probability with a higher number of participants, whereas a Smart


City municipality with a low budget may be interested in minimizing the
number of participants to reduce the associated incentive costs. Let us stress
that these parameters also represent variables that are mutually dependent
and deeply related to the assignment algorithm used to select participants.
McSense provides three different policies that, taking as inputs task prop-
erties (e.g., location, area, and duration) and user/region profiles, assign tasks
to participants: random policy, attendance policy, and recency policy. The ran-
dom policy is not context aware and selects the set of participants to employ
as a random group of available people in the whole city. The attendance policy
exploits knowledge about the time previously spent by people in the task area;
based on that indicator, it chooses and ranks potentially good participants.
The recency policy, instead, favors and selects as participants the people who
have more recently (with respect to the creation time of the sensing task)
traversed the sensing task area.
For each policy, McSense calculates ranked lists of candidate participants.
In addition, all the implemented policies do not consider participants whose
battery level is below a certain threshold, called battery threshold, at task
starting time, because it is assumes that these participants will be unlikely
to run the sensing task in order to avoid battery exhaustion. The last in-
put parameter, called participants ratio, is used to decide the percentage of
candidate participants that will receive the task assignment, expressed as a
percentage value in the [0.0, 1.0] range.
Given the above inputs and assignment policies, the McSense task assign-
ment component evaluates sensing task performance (success ratio, comple-
tion time, and number of required participants). Moreover, because completed
tasks are typically much fewer than all possible crowdsensing tasks of poten-
tial interest (e.g., some of them could relate to scarcely traversed areas), the
task assignment component also runs prediction algorithms to decide how to
effectively self-manage its behavior based on the sensing and profiling data
harvested so far. The primary goal is to exploit the already collected sensing
and profiling information to reasonably calculate accurate performance fore-
casts and estimations about potential future tasks in a relatively lightweight
way.
The prediction process consists of two phases and exploits the collected
real-world dataset by dividing it temporally into two parts. The first phase
considers the first part of the dataset as the past history and builds user/region
profiles, such as ranked candidate participant lists. The second phase, instead,
as better detailed in the following, creates synthetic (“virtual”) future tasks
and assigns them to candidate participants selected according to the prediction
algorithms; then it evaluates the performance of the predicted situations. Task
designers take advantage of those forecasts, evaluated offline by the prediction
process, to get fast feedback online about the expected performance of the
sensing tasks they are defining.
With a closer view to technical details, McSense task prediction stochas-
60 Mobile Crowdsensing

tically generates virtual tasks with different locations, areas, and durations.
It emulates their execution based on the user profile stored in the data back-
end, in particular, based on location traces: a virtual task is considered to be
successfully completed if the location trace of a user comes to in its range.
To make the model more realistic, Talasila et al also assume that participants
whose device battery level is very low (e.g., less than 20 percent) will never
execute any task, while if the battery level is high (e.g., 80 percent or more),
they will always execute any task they can; the probability of executing a task
increases linearly between 20 and 80 percent.
In particular, given a task, its duration, and the set of participants to
whom it has been assigned, the emulator looks for a participant within the
task area by iterating participant position records in the task duration period.
When it finds one, it stochastically evaluates whether the participant will be
able to complete the task, and then updates the statistics about the policy
under prediction by moving to the next participant location record. In the
future, additional user profile parameters can be added, such as task com-
pletion rate or quality of data provided. The predicted situations are run for
each assignment policy implemented in McSense; city managers can exploit
these additional data to compare possible assignment policies and to choose
the one that better suits their needs, whether it has a high chance of success-
ful completion, minimizes the completion time, or minimizes the number of
participants involved.

6.3.2 User Survey Results and Observations


At the end of the field study, Talasila et al. requested each user to fill out a
survey in order to understand the participants’ opinion on location privacy
and usage of phone resources. The survey contained 16 questions with answers
on a five-point Likert scale (1=“Strongly disagree,” 2=“Disagree,” 3=“Neu-
tral,” 4=“Agree,” 5=“Strongly agree”). Out of 58 participants, 27 filled in
the survey. Based on the survey answers, several interesting observations are
provided, which are directly or indirectly relevant in the context of data reli-
ability:

• One of the survey questions was: “I tried to fool the system by providing
photos from other locations than those specified in the tasks (the answer does
not influence the payment).” By analyzing the responses for this specific
question, it can be seen that only 23.5% of the malicious users admitted
that they submitted the fake photos (4 admitted out of 17 malicious). This
shows that the problem stated in the article on data reliability is real and
it is important to validate the sensed data;
• One survey question related to user privacy was: “I was concerned about my
privacy while participating in the user study.” The survey results show that
78% of the users are not concerned about their privacy. This shows that
many participants are willing to trade off their location privacy for paid
General Design Principles and Example of Prototype 61

tasks. The survey results are correlated with the collected McSense data
points. The authors posted a few sensing tasks during weekends, which is
considered to be private time for the participants, who are mostly not on
the campus at that time. Talasila et al. observed that 33% of the partici-
pants participated in the sensing and photo tasks, even when spending their
personal time on the weekends. The authors conclude that the task price
plays a crucial role (trading the user privacy) to collect quality sensing data
from any location and time;

• Another two survey questions are related to the usage of phone resources
(e.g., battery) by sensing tasks: 1) “Executing these tasks did not consume
too much battery power (I did not need to re-charge the phone more often
than once a day);” 2) “I stopped the automatic tasks (resulting in incom-
plete tasks) when my battery was low.” The responses to these questions
are interesting. Most of the participants reported that they were carrying
chargers to charge their phone battery as required while running the sens-
ing tasks and were always keeping their phone ready to accept more sensing
tasks. This provides evidence that phone resources, such as batteries, are not
a big concern for continuously collecting sensing data from different users
and locations. Next the battery consumption measurements in detail.

6.3.3 Battery Consumption


Talasila et al. tried to determine the amount of energy consumed by the user’s
phone battery for collecting sensing data. Basically, the aggregation protocols
are executed on the server side over the collected data. But the collected
data such as Bluetooth scans at each location are crucial to infer the context
of the sensed data. Therefore, the authors provide measurements for the ex-
tra battery usage caused by keeping Bluetooth/Wi-Fi radios ON to perform
sensing tasks. The authors measured the readings using “Motorola Droid 2”
smartphones running Android OS 2.2:

• With Bluetooth and Wi-Fi radios ON, the battery life of the “Droid 2”
phone is over 2 days (2 days and 11 hours);
• With Bluetooth OFF and Wi-Fi radio ON, the battery life of the “Droid 2”
phone is over 3 days (3 days and 15 hours);
• For every Bluetooth discovery the energy consumed is 5.428 Joules. The
total capacity of the “Droid 2” phone battery is 18.5KJ. Hence, over 3000
Bluetooth discoveries can be collected from different locations using a fully
charged phone.
62 Mobile Crowdsensing

6.4 Resource Management


The extensive use of sensors in smartphones by a variety of crowdsensing
applications poses a significant strain on the battery life. In addition to the
smartphone’s battery, the communication network usage, storage space and
processing capability are other smartphone resources that are also used for
aggregating and transferring sensed data. To maintain the required number of
participants at all times in a mobile crowdsensing system, it is important to
efficiently and fairly orchestrate the use of available resources on the partic-
ipants’ smartphones. This involves designing the resource management layer
that enables the efficient scheduling and distribution of sensor processing tasks
and optimizes the utilization of resources to meet the sensing requirements. A
general and simple approach that minimizes the energy consumption and net-
work usage while collecting sensed data is to transmit data from participant
smartphone only when connected to WiFi and when the phone is plugged in
for charging.
The problem of incentive mechanism design for data contributors for par-
ticipatory sensing applications relates indirectly to resource management. For
example, in an auction-based system, the service provider receives service
queries in an area from service requesters and initiates an auction for user
participation. Upon request, each user reports its perceived cost per unit of
amount of participation, which essentially maps to a requested amount of
compensation for participation.
The participation cost quantifies the dissatisfaction caused to users due to
participation. This cost may be considered to be private information for each
device, as it strongly depends on various factors inherent to it, such as the
energy cost for sensing, data processing and transmission to the closest point
of wireless access, the residual battery level, the number of concurrent jobs
at the device processor, the required bandwidth to transmit data, and the
related charges of the mobile network operator, or even the user discomfort
due to manual effort to submit data. Hence, participants have strong motives
to misreport their cost, i.e., declare a higher cost than the actual one, so as
to obtain higher payment.
Therefore, a mechanism for user participation level determination and pay-
ment allocation that is most viable for the provider is needed. It should min-
imize the total cost of compensating participants, while delivering a certain
quality of experience to service requesters.
The mobile crowdsensing system should treat its participants as overall
resources. Thus, if the tasks are allocated efficiently, then the overall redun-
dancy in sensing tasks is reduced. In turn, this reduces the strain on each
individual’s smartphone resources. Such an energy-efficient allocation frame-
work [187] was designed, whose objective is characterized by a min–max ag-
gregate sensing time. Since optimizing the min–max aggregate sensing time is
General Design Principles and Example of Prototype 63

NP hard, the authors have proposed two other allocation models: offline allo-
cation and online allocation. The offline allocation model relies on an efficient
1
approximation algorithm that has an approximation ratio of 2− m , where m is
the number of participating smartphones in the system. The online allocation
model relies on a greedy online algorithm, which achieves a competitive ratio
of at most m. Simulation results show that these models achieve high energy
efficiency for the participants’ smartphones: The approximation algorithm re-
duces the total sensing time by more than 81% when compared to a baseline
that uses a random allocation algorithm, whereas the greedy online algorithm
reduces the total sensing time by more than 73% compared to the baseline.
The energy-efficient allocation framework [187] mainly focuses on the col-
lection of location-dependent data in a centralized fashion and without any
time constraints. However, there are scenarios where the service provider aims
to collect time-sensitive and location-dependent information for its customers
through distributed decisions of mobile users. In that case, the mobile crowd-
sensing system needs to balance the resources in terms of rewards and move-
ment costs of the participants for completing tasks. Cheung et al. [53] pro-
posed a solution to such a distributed time-sensitive and location-dependent
task-selection problem. They leveraged the interactions among users as a
non-cooperative task-selection game, and designed an asynchronous and dis-
tributed task-selection algorithm for each user to compute her task selection
and mobility plan. Each user only requires limited information on the aggre-
gate task choices of all users, which is publicly available in many of today’s
crowdsourcing platforms.
Furthermore, the primary bottleneck in crowdsensing systems is the high
burden placed on the participant who must manually collect sensor data to
simple queries (e.g., photo crowdsourcing applications, such as grassroots jour-
nalism [74], photo tourism [151], and even disaster recovery and emergency
management [107]). The Compressive CrowdSensing (CCS) framework [177]
was designed to lower such user burden in mobile crowdsourcing systems. CCS
enables each participant to provide significantly reduced amounts of manually
collected data, while still maintaining acceptable levels of overall accuracy for
the target crowd-based system. Compressive sensing is an efficient technique
of sampling data with an underlying sparse structure. For data that can be
sparsely represented, compressive sensing shows the possibility to sample at a
rate much lower than the Nyquist sampling rate, and then to still accurately
reconstruct signals via a linear projection in a specific subspace. For exam-
ple, when applied to citywide traffic speeds that have been demonstrated to
have a sparse structure, compressive sensing can reconstruct a dense grid of
traffic speeds from a relatively small vector that roughly approximates the
traffic speeds taken at key road intersections. Naive applications of compres-
sive sensing do not work well for common types of crowdsourcing data (e.g.,
user survey responses) because the necessary correlations that are exploited
by a sparsifying base are hidden and non-trivial to identify. CCS comprises a
series of novel techniques that enable such challenges to be overcome. Central
64 Mobile Crowdsensing

to the CCS design is the Data Structure Conversion technique that is able to
search a variety of representations of the data in an effort to find one that
is then suitable for learning a custom sparsifying base (for example, to mine
temporal and spatial relationships). By evaluating CCS with four represen-
tative large-scale datasets, the authors find that CCS is able to successfully
lower the quantity of user data needed by crowd systems, thus reducing the
burden on participants’ smartphone resources. Likewise, SmartPhoto [174] is
another framework that uses a resource-aware crowdsourcing approach for
image sensing with smartphones.
CrowdTasker [176, 185] is another task allocation framework for mobile
crowdsensing systems. CrowdTasker operates on top of the energy-efficient
Piggyback Crowdsensing (PCS) task model, and aims to maximize the cov-
erage quality of the sensing task. In addition, it also satisfies the incentive
budget constraints. In order to achieve this goal, CrowdTasker first predicts
the call and mobility of mobile users based on their historical records. With a
flexible incentive model and the prediction results, CrowdTasker then selects
a set of users in each sensing cycle for PCS task participation, so that the
resulting solution achieves near maximal coverage quality without exceeding
the incentive budget.

6.5 Conclusion
In this chapter, we discussed the general design and implementation principles
for prototypes of mobile crowdsensing. We first presented a general architec-
ture based on the current systems. Subsequently, we discussed the general im-
plementation principles that are needed to build a robust mobile crowdsensing
system. Finally, we presented implementation details for a mobile crowdsens-
ing system prototype, observations from a user study based on this prototype,
and mechanisms for resource management in mobile crowdsensing systems.
7
Incentive Mechanisms for Participants

7.1 Introduction
A major challenge for broader adoption of the mobile crowdsensing systems
is how to incentivize people to collect and share sensor data. Many of the
proposed mobile crowdsensing systems provide monetary incentives to smart-
phone users to collect sensing data. There are solutions based on micro-
payments [141] in which small tasks are matched with small payments. Social
incentive techniques such as sharing meaningful aggregated sensing informa-
tion back to participants were also explored, to motivate individuals to par-
ticipate in sensing. In addition, there are gamification techniques proposed for
crowdsourced applications [115, 81]. In this chapter, we discuss in detail each
of these incentive techniques.

7.2 Social Incentives


Social incentives can be leveraged to incentivize participants in crowdsensing
systems. For example, useful personal analytics are provided as incentives to
participants through sharing bicycle ride details in Biketastic [143]. Biketastic
is a platform that makes the route sharing process both easier and more effec-
tive. Using a smartphone application and online map visualization, bikers are
able to document and share routes, ride statistics, sensed information to in-
fer route roughness and noisiness, and media that documents ride experience.
Biketastic was designed to ensure the link between information gathering,
visualization, and bicycling practices.

Biketastic: The system aims to facilitate knowledge exchange among bikers


by creating a platform where participants can share routes and biking expe-
rience. Biketastic participants ride new or familiar routes while running an
application on a mobile phone. The mobile phone application captures loca-
tion, sensing data, and media. The data collection process and the sensors
involved in Biketastic are:

65
66 Mobile Crowdsensing

1. Basic route information, such as the spatial and temporal extent


as well as length and speed information, is obtained by recording
a location trace using the GPS sensor.
2. The physical dynamics of the route are documented using the
accelerometer and microphone. Specifically, road roughness and
general noise level along a route is inferred using these sensors.
3. The experience of a route is obtained by having individuals cap-
ture geo-tagged media, such as images and video clips of inter-
esting, troublesome, and beneficial assets, along with tags and
descriptions while riding.
4. The route data are uploaded to a backend platform that contains
a map-based system that makes visualizing and sharing the route
information easy and convenient.

LiveCompare: Another variety of social incentive is enabling data barter-


ing to obtain additional information, such as bargain hunting through price
queries in LiveCompare [63]. LiveCompare is a system that leverages the
ubiquity of mobile camera phones to allow for grocery bargain hunting
through participatory sensing. It utilizes two-dimensional barcode decoding
to automatically identify grocery products, as well as localization techniques
to automatically pinpoint store locations. The incentive scheme is inherently
ingrained into the query/response protocol, and self-regulating mechanisms
are suggested for preserving data integrity. At a high level, LiveCompare
employs the following steps:

1. The system participants use their camera phones to snap a pho-


tograph of the price tag of their product of interest.
2. The product is uniquely identified via a barcode included on the
price tag in most grocery stores.
3. The photograph is then uploaded to a central repository for sat-
isfying future queries.
4. In exchange for submitting this price data point, the user receives
pricing information for the scanned product at other nearby gro-
cery stores.

Users only benefit from the application when the server compares their sub-
mitted price to other related data points. Therefore, the data pool can only
be queried as users simultaneously contribute. LiveCompare relies on hu-
mans, rather than machines, to interpret complex sale and pricing informa-
tion. The only part of a price tag that must be interpreted by a computer is
the barcode to retrieve a Universal Product Code (UPC). Because of this,
LiveCompare does not need to rely on error-prone OCR algorithms to ex-
tract textual tokens or on linguistic models to make sense of sets of tokens.
Furthermore, each LiveCompare query returns a subset of the data pool for
Incentive Mechanisms for Participants 67

a user to consider. If an image does not seem relevant, the user can quickly
flag it. This allows users to collectively identify faulty or malicious data.

7.3 Monetary Incentives


Monetary incentives are the most commonly used incentives in mobile crowd-
sensing systems. McSense [50] is one such system that uses monetary incen-
tives. The architecture and design of McSense is detailed in Section 5.2 and
its implementation in Section 6.3. McSense is a micro-payment-based system
that allows the participants to choose from a wide range of sensing tasks,
such as taking photos at events on campus, collecting GPS and accelerometer
readings, or collecting application and network usage from the phones. When
choosing a task, the participants have to balance the value of micro-payments
(different for each task) against their effort, the potential loss in privacy, and
the resource consumption on the phone (e.g., battery). A McSense application
was implemented for Android phones.
Talasila et al. [159, 157] evaluated the effectiveness of micro-payments in
crowdsensing through a user study that sought to understand: (1) the effi-
ciency of area coverage, (2) the reliability of user-provided data, and (3) the
relation between monetary incentives and task completion.
This study ran for 2 months with 50 students, who volunteered and regis-
tered at the beginning of the study. The photo tasks that require more effort
from participants are valued at $10, $5, and $3 per task. The photo tasks that
require less effort by participants are valued at $2, $1, and 50 cents per task.
The automated sensing tasks require less effort by participants and are worth
between 50 cents and $2 per task.
Area coverage in mobile crowdsensing systems using micro-
payments. Talasila et al. investigated the impact on area coverage based
on the collected WiFi data while using micro-payments as incentive. These
data were collected as part of the resource usage task in the last 28 days of
the McSense study. During this study, there were always resource usage tasks
available to users. Furthermore, the users were directed to various regions on
campus by other tasks (e.g., taking photos of certain events), thus improving
the sensing coverage. Specifically, this method allows for capturing additional
indoor WiFi data from places where users do not typically go. For example,
the participants were asked to capture photos of recycle bins at each floor
in the campus buildings along with room numbers. The system administrator
made sure there were always photo tasks available for the participants on each
day of the user study (including weekends).
Figure 7.1 shows the area coverage efficiency of the micro-payments-based
approach. Based on the WiFi signal strength, there are areas with strong,
medium, low, or no signal. There is a relatively constant increase in the cover-
68 Mobile Crowdsensing

90

Percentage of Area Covered


80
70
60
50
40
30
20
10
0
1 3 5 7 9 11 13 15 17 19 21 23 25 27
Time (days)

FIGURE 7.1
Area coverage over time while performing crowdsensing with micro-payments.
Illustration of the coverage overlayed on the campus map. Some areas have
been removed from the map as they are not accessible to students.

age over time in the first 3 weeks, especially during weekdays. Toward the end
of the study, the rate of coverage decreases as most of the common areas have
been covered. The authors speculate that users did not find the price of the
tasks enticing enough to go to areas located far away from their daily routine.
Overall, the micro-payments-based approach achieves a 46% area coverage of
the campus over the four-week time period of the study.

Other monetary incentive schemes: Another solution based on mone-


tary incentives [96] incorporates a metric called users’ quality of information
(QoI) into its incentive mechanisms for mobile crowdsensing systems (MCS).
Due to various factors (e.g., sensor quality, noise, etc.), the quality of the
sensory data contributed by individual users varies significantly. It is always
desirable to obtain high-quality data while minimizing the expenses in MCS
platforms. This solution is based on reverse combinatorial auctions, in which
the platform acts as the auctioneer that purchases the data from participat-
ing users. Two models are investigated: the single-minded model in which a
user is willing to execute one subset of tasks, and the multi-minded model
in which a user might be interested in executing multiple subsets of tasks.
For the former model, the authors design a truthful, individual, rational,
and computationally efficient incentive mechanism that maximizes the so-
cial welfare within a guaranteed approximation ratio. For the latter model,
the authors design an iterative descending mechanism that achieves close-
to-optimal social welfare within a guaranteed approximation ratio, while
satisfying individual rationality and computational efficiency.
Incentive Mechanisms for Participants 69

In addition, the design of quality-based incentive mechanisms is necessary


to avoid inefficient sensing and unnecessary rewards. By considering the
data quality in the design of incentive mechanisms for crowdsensing, Peng
et al. [130] propose a monetary incentive solution that pays the participants
depending on how well they perform. This motivates rational participants
to perform data sensing correctly and efficiently. This mechanism estimates
the quality of sensing data and offers participants a reward based on their
effective contribution. The evaluation results of this scheme show that the
mechanism achieves superior performance in terms of quality assurance and
profit management when compared to the uniform pricing scheme, which
regards all sensed data equally and as being of the same quality, and pays
equal rewards to participants.

7.4 Mobile Game Incentives


Gaming is another incentive technique that has high potential to attract par-
ticipants in mobile crowdsensing. While there is a significant literature on
using gamification techniques in crowdsourcing, there is very little in terms of
applying gamification techniques in mobile sensing. Gaming could be a cost-
effective alternative to micro-payments when attracting users to participate
in MCS systems. For example, “Alien vs. Mobile User” [2] is a first-person
shooter sensing game that is played by mobile crowdsensing participants on
their smartphones. The game involves tracking the location of extraterrestrial
aliens on the campus map of a university and destroying them. The game en-
tices users to unpopular regions through a combination of in-game incentives,
which include alien-finding hints and a higher number of points received for
destroying aliens in these regions. The game was implemented in Android,
and it collects WiFi signal data to construct the WiFi coverage map of the
targeted area. In next sub-sections, we provide the design, implementation,
and user study details of the mobile game incentive technique proposed by
Talasila et al. [2].

7.4.1 Alien vs. Mobile User Game


Mobile crowdsensing enables real-time sensing of the physical world. However,
providing uniform sensing coverage of an entire area may prove difficult. It
is possible to collect a disproportionate amount of data from very popular
regions in the area, while the unpopular regions remain uncovered. To address
this problem, Talasila et al. propose a model for collecting crowdsensing data
based on incentivizing smartphone users to play sensing games, which provide
in-game incentives to convince participants to cover all the regions of a target
area.
70 Mobile Crowdsensing

Since the goal of the game is to uniformly cover a large area with sensing
data, it is essential to link the game story to the physical environment. In the
game “Alien vs. Mobile User,” the players must find aliens throughout an area
and destroy them using bullets that can be collected from the target area. The
players collect sensing data as they move through the area. Although the game
could collect any type of sensing data available on the phones, the implemen-
tation collects WiFi data (BSSID, SSID, frequency, signal strength) to build
a WiFi coverage map of the targeted area. The motivation to play the sensing
game is twofold: 1) The game provides an exciting real-world gaming experi-
ence to the players, and 2) The players can learn useful information about the
environment, such as the WiFi coverage map, which lists the locations having
the best WiFi signal strength near the player’s location.

7.4.2 Design and Implementation


The game contains the following entities/characters:
• CGS : The Central Game Server (CGS) controls the sensing game environ-
ment on the mobile devices and stores the players’ profiles and the collected
sensing data.
• Player : Users who play the game on their mobile devices.
• Alien: A negative-role character that needs to be found and destroyed by
the players. Aliens are controlled by CGS according to the sensing coverage
strategy.

Game story: The aliens in the game are hiding at different locations across
the targeted area. Players can see the aliens on their screens only when
they are close to the alien positions. This is done in order to encourage the
players to walk around to discover aliens; in the process, the CGS collects
sensing data. At the same time, this makes the game more unpredictable
and potentially interesting. The game periodically scans for nearby aliens
and alerts the players when aliens are detected; the player locates the alien
on the game screen and starts shooting at the alien using the game buttons.
When an alien gets hit, there are two possible outcomes: If this is the first
or second time the alien is shot, the alien escapes to a new location to hide
from the player. To completely destroy the alien, the player has to find and
shoot the alien three times, while hints of the alien’s location are provided
after it was shot. In this way, the players are provided with an incentive
to cover more locations. Players are rewarded with points for shooting the
aliens. All players can see the current overall player ranking.
The sensing side of the game: Sensing data is collected periodically when
the game is on. The placement of aliens on the map seeks to ensure uniform
sensing coverage of the area. The challenge, thus, is how to initially place
Incentive Mechanisms for Participants 71

and then move the aliens to ensure fast coverage, while at the same time
maintaining a high player interest in the game.
In the initial phases of sensing, CGS moves each alien to a location that is
not yet covered, but later on it moves the alien intelligently from one loca-
tion to another by considering a variety of factors (e.g., less visited regions,
regions close to pedestrian routes, or regions that need higher sensing accu-
racy). In this way, the game manages to entice users from popular regions to
unpopular ones with a reasonable coverage effort. Generally, the alien will
escape to farther-away regions, and the players might be reluctant to follow
despite the hints provided by CGS. To increase the chances that players
follow the alien, the game provides more points for shooting the alien for a
second time, and even more for the third (fatal) shot.
Game difficulty and achievements: The game was designed with diffi-
culty levels based on the number of killed aliens, the bullets collected from
around the player’s location, and the total score of the player. In this way,
players have extra-incentives to cover more ground. A player has to track
and kill a minimum number of aliens to unlock specific achievements and
to enter the next levels in the game. We leverage the achievements APIs
provided in the Android platform as part of Google Play Game Services,
which allow the players to unlock and display achievements, as shown in
Figure 7.2 (right).
Prototype Implementation: A game prototype was implemented for
Android-based smart-phones and was deployed on Google Play. An alien
appears on the map when the player is close to the alien’s location, as
shown in Figure 7.2 (left). The player can target the alien and shoot it using
the smartphone’s touch screen. When the alien escapes to a new location,
its “blood trail” to the new location is provided to the player as a hint
to track it down (as shown in Figure 7.2 (middle)). The server side of the
game is implemented in Java using one of the Model View Controller frame-
works involving EJBs/JPA models, JSP/HTML views, and servlets, and it
is deployed on the Glassfish Application Server.

7.4.3 User Study


The benefits of gamification for crowdsensing were evaluated through a user
study that seeks to: (1) evaluate the area coverage efficiency, and (2) analyze
the players’ activity and individual contributions to area coverage.
This study ran for 35 days, during which 53 players used their Android de-
vices to play the game and collect WiFi data outdoors and indoors. The users
were not selected in any particular way. To advertise the game, the authors
placed fliers throughout the campus and sent emails to students enrolled in
computing majors; users continuously registered throughout the study period.
72 Mobile Crowdsensing

FIGURE 7.2
Alien vs. Mobile User app: finding and shooting the alien (left); alien “blood
trail” (middle); player achievements (right).

Outdoor area coverage. Figure 7.3 shows the area coverage efficiency. To
make the results as consistent as possible with the results from the micro-
payments-based approach, the authors investigated the coverage based on
the collected WiFi data from both studies (McSense and game). The authors
observed that players get highly engaged in the game from the first days,
which leads to high coverage quickly (50% of the target area is covered in less
than 3 days). The coverage progress slows down after the initial phase due
to several reasons. First, the results show only the coverage of ground level.
However, starting in the second week, aliens have also been placed at higher
floors in buildings; this coverage is not captured in the figure. Second, the
slowdown is expected to happen after the more common areas are covered,
as the players must go farther from their usual paths. Third, the authors
observe that the coverage remains mostly constant over the weekends as the
school has a high percentage of commuters, and thus mobile users are not
on campus (as is seen on days 4 to 6, and 11 to 13).
Figure 7.3 also overlays the collected WiFi data over the campus map. The
WiFi signal strength data is plotted with the same color coding as in the
McSense study. Overall, the sensing game achieved 87% area coverage of the
campus in a four-week period.

Indoor area coverage. Figure 7.4 plots the correlation of active players
and the number of squares covered at upper floors over time (the authors
started to place aliens on upper floors on day 12). Indoor localization was
achieved based on WiFi triangulation and the barometric pressure sensor in
Incentive Mechanisms for Participants 73

100

Percentage of Area Covered 90


80
70
60
50
40
30
20
10
0
1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35
Time (days)

FIGURE 7.3
Area coverage over time while performing crowdsensing with mobile gaming
for the first four weeks of the user study. Illustration of the coverage overlayed
on the campus map. Some areas have been removed from the map as they are
not accessible to students.

the phones. The authors observe that indoor coverage correlates well with
the number of active players, and the pattern is similar to outdoor cover-
age. Overall, the game achieved a 35% coverage of the upper floors. Despite
apparently being low, this result is encouraging: The players covered many
hallways and open spaces in each building, but could not go into offices and
other spaces that are closed to students; however, aliens were placed there
as well. To avoid placing aliens in such locations and wasting players’ ef-
fort, the authors plan to investigate a crowdsourcing approach in which the
players mark the inaccessible places while playing the game.

Player activity. Figure 7.5 presents the impact of the number of registered
players and the number of active players on area coverage over time. The
results show the improvement in area coverage with the increase in the
number of registered players in the game. This proves that the players are
interested in the game and are involved in tracking the aliens. The players are
consistently active in the weekdays over the period of the study, and they
are less active in the weekends. For additional insights on the individual
contribution of the players, Figure 7.6 presents the players’ ranks based on
number of covered squares in the area. We observe a power-law distribution
of the players’ contribution to the area coverage.
74 Mobile Crowdsensing

18 Active Players 40

Percentage of Area Covered


16 Upper Floors Area Coverage 35
14 30
Num of Players

12
25
10
20
8
15
6
4 10

2 5
0 0
12 14 16 18 20 22 24 26 28 30 32 34
Time (days)

FIGURE 7.4
Correlation of active players and the number of squares covered at different
floor levels over time in the last two weeks of the user study.

7.5 Comparison of Incentives


This section presents a comparison between mobile game vs monetary incen-
tives based on the observations of both field studies.

7.5.1 Sensing Task Duration


The duration of a task plays an important role in determining whether gaming
or micro-payments would be more suitable for a crowdsensing campaign. For
the gaming approach to be efficient, it is extremely important that the game
design includes strong in-game incentives such that the players remain engaged
over time. The stronger the in-game incentives are, the longer the gaming
approach remains effective. From the user studies, Talasila et al. conclude that
for medium-term sensing efforts both gaming and micro-payments approaches
could be effective (the two studies ran for a comparable amount of time).
However, for much longer sensing efforts (e.g., 1 year), the authors specu-
late that micro-payments would be more effective because monetary incentives
do not depreciate, whereas in-game incentives might not be sustainable over
such long periods. Similarly, the authors expect the micro-payments to per-
form better for tasks with tight time constraints such as taking a photo from
a given event. In the study, the participants were willing to take a photo at a
particular location during a particular time of the day for a reasonable micro-
payment. In this regard, the gaming approach might not be as effective in
quickly luring away players from their current path/activity.
Incentive Mechanisms for Participants 75

FIGURE 7.5
Impact of the number of registered players and the number of active players
on area coverage over time in the user study.

300
Number of Covered Squares

250

200

150

100

50

0
1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47
Player's Rank (based on Covered Squares)

FIGURE 7.6
Ranking of players based on the number of covered squares in the area (area is
divided into 10x10m squares). 48 out of 53 players covered ground on campus.

7.5.2 Sensing Task Type


It is important to note that there is no “one-size fits all” solution for all types
of crowdsensing [144]. Consider the following two types of crowdsensing: 1)
uniform area coverage sensing, and 2) participant activity sensing. From the
observations, the gaming solution works well for area coverage sensing. How-
76 Mobile Crowdsensing

ever, it may not be the right fit for participant activity sensing because gaming
would lead to changes in participant activities, and thus will not capture the
desired sensing data of the participant. Instead, the micro-payments-based
solution will be more suitable to capture the expected personal analytics.
In the mobile game study, the focus was mainly on automatically collecting
sensing data, where players are not annoyed with any manual sensing tasks.
In principle, micro-payments are a better fit for manual sensing. However,
mobile games can also be used for this type of sensing if the sensing task does
not have tight time constraints and its requirement can be translated into a
game action. For example, a player could receive an in-game request to take
a photo of the location where a game character was destroyed.

7.5.3 Incentive Quality or Value


The amount of collected crowdsensing data and the quality of the area cov-
erage, where required, depend strongly on the incentive quality or value. To
understand the effectiveness of in-game incentives, Talasila et al. collected
game feedback from the players at the end of the study by asking them “What
made you to continue playing the Alien vs. Mobile User game”? They received
answers from 16 players. The responses show that the majority of the players
were curious about the game story and they liked tracking the aliens hiding
in the campus buildings. Other primary reasons for playing were: moving to
the next game levels and being on top of the leaderboard, competing with
friends, winning game achievements, and checking the game graphics. Fur-
thermore, the authors analyzed various game variables, such as the number of
players who unlocked the achievements and the mean time to unlock achieve-
ments and complete each game level, to understand the player engagement
in the game. The results, omitted here, demonstrated that the game levels
and achievements worked reasonably well; they were challenging enough and
sustained players’ interest during the study.
In the micro-payments study, the average price of the posted task was $1.18
and the average price of the completed task was $0.84. To observe the impact of
price on task completion, the authors posted a few tasks with a higher price ($2
– $10). They noticed a 15% increase in task completion success rate for these
tasks compared with the rest of the tasks. In addition, the authors noticed an
improvement in data quality for the high-priced photo tasks, with clear and
focused photos compared to the low-priced photo tasks (i.e., the tasks priced
$1 or lower). Thus, the study confirms that task pricing influences the data
quality. However, it is not clear whether further increase in the task price may
address the issue of uniform area coverage in a cost-effective manner. On the
other hand, as demonstrated by the gaming study, in-game incentives proved
to be a cost-effective solution for area coverage.
Incentive Mechanisms for Participants 77

7.5.4 Sensing Data Reliability


As emphasized by the results of the micro-payment study, data reliability
could be a significant problem in crowdsensing. The analysis of results indicate
a high correlation between the amount of time spent by users out of campus
and the number of fake photos they submitted. This observation suggests
that a first step toward ensuring data reliability is to incorporate location
authentication mechanisms in crowdsensing. This solution applies independent
of the type of incentives. In the absence of such a mechanism, statistical
analysis of user’s mobility traces, if available, could provide hints on which
data points should be inspected critically (i.e., those from places infrequently
visited by the user). Mobility traces could be more available for the gaming
approach, as the games are expected to be designed to adapt to the user’s
location.

7.5.5 Mobile Resource Consumption


The sensing tasks should consume little resources, especially battery and cellu-
lar data, on the smartphones if crowdsensing is to be successful. For example,
games should offload computationally expensive tasks to the servers/cloud.
Since cellular data consumption can lead to overcharges, an option is to give
players the ability to control the frequency of game status updates when using
cellular data, thus choosing the desired trade-off between game accuracy and
saving the phone’s resources.
Similarly, long-running micro-payment tasks such as daily accelerometer
and location data collection for activity recognition should be designed to
ensure the phones do not run out of battery due to these tasks. The results
from the micro-payment study showed that some users decided to abort the
tasks when the power dropped under a certain level. However, Talasila et
al. also observed that many users were recharging their phones during the
day, presumably to complete the tasks and receive the monetary incentive.
Existing research on continuous sensing on the phones seems promising, and
once widely deployed it will alleviate such issues.

7.5.6 How General Are These Insights?


The results of the user studies provided the authors with valuable informa-
tion about the effectiveness of crowdsensing based on gaming and based on
micro-payments for a medium-size urban university campus: an area of 1600 x
1200 feet with buildings between 4–6 floors, and student participants mostly
between 18–22 years old. One can imagine a variety of crowdsensing efforts
that target similar settings, and the findings would hold in those settings. Be-
sides university campuses, business districts or even urban neighborhoods with
many young and technology-savvy professionals could achieve similar results.
In addition, not every social category and age group has to be represented
78 Mobile Crowdsensing

for certain sensing tasks such as mapping a region with sensor readings. For
example, uniform area coverage is not expected to be strongly dependent on
the demographics of the participants and does not require a very large number
of players in the gaming approach. Our results showed that a relatively small
number of passionate players quickly covered a large region.
Ideally, a wider exploration of different alternative designs of the experi-
ments would have provided additional insights. For example, one could imag-
ine a scenario in which each user is asked to perform data collection tasks based
on micro-payments and to play the game alternatively during the study. This
was not feasible given the resources available for the project. Finally, for other
types of sensing tasks, such as collecting personal analytics data, the results
may vary as a function of the area size as well as the population type and size.

7.6 Conclusion
In this chapter, we discussed incentive mechanisms for participants of mobile
crowdsensing. We first discussed social incentives such as sharing meaningful
aggregated sensing information back to participants in order to motivate indi-
viduals to participate in sensing. We then discussed monetary incentives such
as micro-payments in which small tasks are matched with small payments.
Subsequently, we discussed mobile game-based incentives in which partici-
pants play the sensing game on their smartphones while collecting the sensed
data. Finally, we compared the incentive mechanisms in order to derive general
insights.
8
Security Issues and Solutions

8.1 Introduction
This chapter examines security-related issues introduced by the mobile crowd-
sensing platforms, such as ensuring the reliability, quality, and liveness of the
sensed data. By leveraging smartphones, we can seamlessly collect sensing data
from various groups of people at different locations using mobile crowdsens-
ing. As the sensing tasks are associated with monetary incentives, participants
may try to fool the mobile crowdsensing system to earn money. The partici-
pants may also try to provide faulty data in order to influence the outcome
of the sensing task. Therefore, there is a need for mechanisms to validate the
quality of the collected data efficiently. This chapter discusses these issues in
detail and presents solutions to address them.

8.2 Sensed Data Reliability Issues


In the following, we motivate the need for data reliability mechanisms by
presenting several scenarios involving malicious behavior.
Traffic jam alerts [85, 175]: Suppose that the Department of Transporta-
tion uses a mobile crowdsensing system to collect alerts from people driving
on congested roads and then distributes the alerts to other drivers. In this
way, drivers on the other roads can benefit from real-time traffic information.
However, the system has to ensure the alert validity because malicious users
may try to pro-actively divert the traffic on roads ahead in order to empty
these roads for themselves.
Citizen journalism [163, 25]: Citizens can report real-time data in the form
of photos, video, and text from public events or disaster areas. In this way,
real-time information from anywhere across the globe can be shared with the
public as soon as the event happens. But malicious users may try to earn easy
money by claiming that the submitted data is from a certain location, while
they are in reality at a different location.
Environment [26, 17]: Environment protection agencies can use pollution
sensors installed in the phones to map with high accuracy the pollution zones

79
80 Mobile Crowdsensing

FIGURE 8.1
Correlation of earnings and fake photos.

around the country. The participants may claim “fake” pollution to hurt busi-
ness competitors by claiming that the submitted sensed pollution data is as-
sociated with incorrect locations.
In Section 6.3.2, we presented observations of the “McSense” user survey
that were collected from users at the end of the field study to understand
the participant’s opinion on location privacy and usage of phone resources .
We now present insights on data reliability based on the analysis of the data
collected from the “McSense” field studies

8.2.1 Correlation of User Earnings and Fake Photos


To understand the correlation between the user earnings and the number of
fake photos submitted, Talasila et al. [156] plot the data collected from the
McSense crowdsensing field study. The experimental results in Figure 8.1 show
that the users who submitted most of the fake photos are among the top 20
high earners (with an exception of 4 low-earning users who submitted fake
photos once or twice). This is an interesting observation that can be leveraged
to improve the sensed data quality.

8.2.2 Correlation of Location and Fake Photos


Tallish et al. [156] ask the question “Is there any correlation between the
amount of time spent by users on campus and the number of submitted fake
Security Issues and Solutions 81

FIGURE 8.2
Correlation of user location and fake photos.

photos?” As suspected, the users who spent less time on campus have sub-
mitted more fake photos. This behavior can be observed in Figure 8.2.
Figure 8.2 shows the number of fake photos submitted by each user, with
the users sorted by the total hours spent on the New Jersey Institute of Tech-
nology (NJIT) campus. The participants’ total hours recorded at NJIT cam-
pus are the hours that are accumulated from the sensed data collected from
“Automated Sensing task” described in the “Tasks Developed for McSense”
Section 5.2.2. The NJIT campus is considered to be a circle with a radius of
0.5 miles. If the user is in this circle, then she is considered to be at NJIT.
For most of the submitted fake photos with the false location claim, the users
claimed that they are at a campus location where the photo task is requested,
but actually they are not frequent visitors on the campus.

8.2.3 Malicious User: Menace or Nuisance?


The photos submitted by malicious users are plotted in Figure 8.3. The data
show that malicious users have submitted good photos at a very high rate
compared to the number of fake photos. These malicious users are among the
high earners, so they are submitting more data than the average user. Thus,
it may not be a good idea to remove the malicious users from the system as
soon as they are caught cheating.
82 Mobile Crowdsensing

FIGURE 8.3
Photo counts of 17 cheating people.

8.3 Proposed Solutions for Data Reliability


A major challenge for broader adoption of these sensing systems is that the
sensed data submitted by the participants is not always reliable [68] as they
can submit false data to earn money without executing the actual task. Clients
need guarantees from the mobile crowdsensing system that the collected data
is valid. Hence, it is very important to validate the sensed data. However, it is
challenging to validate each and every sensed data point of each participant
because sensing measurements are highly dependent on context. One approach
to handle the issue is to validate the location associated with the sensed data
point in order to achieve a certain degree of reliability on the sensed data.
Therefore, Talasila et al. [155] focus on validating the location data submitted
by the participants. Still, a major challenge exists: how to validate the location
of data points in a scalable and cost-effective way without help from the
wireless carrier? Wireless carriers may not help with location validation for
legal reasons related to user privacy or even commercial interests.
To achieve reliability of participants’ location data, there are a few tra-
ditional solutions, such as using Trusted Platform Modules (TPM) [30] on
smartphones or duplicating the tasks among multiple participants. However,
these cannot be used directly, for a variety of reasons. For example, it is not
cost-effective to have TPM modules on every smartphone, while task replica-
tion may not be feasible at some locations due to a lack of additional users
there. Another solution is to verify location through the use of secure location
verification mechanisms [154, 145, 46, 45] in real time when the participant
Security Issues and Solutions 83

is trying to submit the sensing data location. Unfortunately, this solution re-
quires infrastructure support and adds a very high overhead on users’ phones
if it is applied for each sensed data point.

8.3.1 The ILR Validation Scheme over Collected Data


In this section, we present the ILR scheme [155] proposed by Talasila et al.,
which seeks to improve the location reliability of mobile crowdsensed data
with minimal human efforts. We also describe the validation process used by
McSense to detect false location claims from malicious providers.

Assumptions: Before going into the details of the scheme, the authors as-
sume that the sensed data is already collected by the McSense system from
providers at different locations. However, this sensed data is awaiting vali-
dation before being sent to the actual clients who requested this data.
For ILR, Talasila et al. assume that the sensed data includes location, time,
and a Bluetooth scan performed at the task’s location and time. The main
idea of this scheme is to corroborate data collected from manual (photo)
tasks with co-location data from Bluetooth scans. We describe next an ex-
ample of how ILR uses the photo and co-location data.
Adversarial Model: Talasila et al. assume all the mobile devices are capable
of determining their location using GPS. The authors also assume McSense
is trusted and the communication between mobile users and McSense is
secure. In the threat model, the authors consider that any provider may act
maliciously and may lie about their location.
A malicious provider can program the device to spoof a GPS location [94]
and start providing wrong location data for all the crowdsensing data re-
quested by clients. Regarding this, the authors consider three threat sce-
narios, where 1) The provider does not submit the location and Bluetooth
scan with a sensing data point; 2) The provider submits a Bluetooth scan
associated with a sensing task, but claims a false location; 3) The provider
submits both a false location and a fake Bluetooth scan associated with a
sensing data point. In Section 8.3.1.3, we will discuss how these scenarios
are addressed by ILR.
The authors do not consider colluding attack scenarios, where a malicious
provider colludes with other providers to show that she is present in the
Bluetooth co-location data of others. It is not practically easy for a mali-
cious provider to employ another colluding user at each sensing location.
Additionally, these colluding attacks can be reduced by increasing the min-
imum node degree requirement in co-location data of each provider (i.e., a
provider P must be seen in at least a minimum number of other providers’
Bluetooth scans at her claimed location and time). Therefore, it becomes dif-
ficult for a malicious provider to create a false high node degree by colluding
with real co-located people at a given location and time.
84 Mobile Crowdsensing

Finally, the other class of attacks that are out of scope are attacks in which a
provider is able to “fool” the sensors to create false readings (e.g., using the
flame of a lighter to create the false impression of a high temperature), but
submits the right location and Bluetooth scan associated with this sensing
task.

8.3.1.1 An Example of ILR in Action


Figure 8.4 maps the data collected by several different tasks in McSense. The
figure shows 9 photo tasks [marked as A to I] and 15 sensing tasks [marked
as 1 to 15] performed by different providers at different locations. For each
of these tasks, providers also report neighbors discovered through Bluetooth
scans. All these tasks are grouped into small circles using co-location data
found in Bluetooth scans within a time interval t. For example, Photo task A
and sensing tasks (1, 2, and 3) are identified as co-located and grouped into
one circle because they are discovered in each others’ Bluetooth scans.
In this example, McSense does not need to validate all the photo tasks
mapped in the figure. Instead, McSense will first consider the photo tasks
with the highest node degree (N odeDegree) by examining the co-located
groups for photo task providers who have seen the highest number of other
providers in Bluetooth scans around them. In this example Talasila et al. con-
sider N odeDegree ≥ 3. Hence, we see that photo tasks A, B, C, D, and G have
discovered the highest number of providers around their location. Therefore,
McSense will choose these 5 photo tasks for validation. These selected photo
tasks are validated either manually or automatically (we discuss this in de-
tail in Section 8.3.1.2). When validating these photo tasks, if the photo is not
valid then its photo is rejected and McSense ignores its Bluetooth scans. If the
photo is valid then McSense will consider the location of the validated photo
as trusted because the validated photo is actually taken from the physical
location requested in the task. However, it is very difficult to categorize every
photo as a valid or a fake photo. Therefore, some photos will be categorized
as “unknown” when a decision cannot be made.
In this example, the authors assume that these 5 selected photos are suc-
cessfully validated through manual verification. Next, using the transitivity
property, McSense will extend the location trust of validated photos to other
co-located providers’ tasks, which are found in the Bluetooth scans of the A,
B, C, D, and G photo tasks. For example, A will extend trust to the tasks 1,
2, and 3, and B will extend trust to tasks 4, 5, and 6. Now task 6 will extend
its trust to tasks 13 and 14. Finally, after the end of this process, the McSense
system will have 21 successfully validated tasks out of a total of 24 tasks. In
this example, McSense required manual validation for just 5 photo tasks, but
using the transitive property it was able to extend the trust to 16 additional
tasks automatically. Only 3 tasks (E, F, and 12) are not validated as they lack
co-location data around them.
Security Issues and Solutions 85

8.3.1.2 The ILR Phases


The ILR scheme has two phases, as shown in Figure 8.5. “Phase 1: Photo
Selection” selects the photo tasks to be validated. “Phase 2: Transitive Trust”
extends the trust to data points co-located with the tasks elected in Phase 1.

Phase 1 — Photo Selection: Using collected data from Bluetooth scans


of providers, the authors constructed a connected graph of co-located data
points for a given location and within a time interval t (these are the same
groups represented in circles as discussed in the above example). From these
graphs, the authors elected the photo tasks that have node degree greater
than a threshold (Nth ).
These selected photo tasks are validated either by humans or by applying
computer vision techniques. For manual validation, McSense could rely on
other users recruited from Amazon MTurk [3], for example. In order to apply
computer vision techniques, first we need to collect ground truth photos to
train image recognition algorithms. One alternative is to have trusted people
collect the ground truth photos. However, if the ground truth photos are
collected through crowdsensing, then they have to be manually validated as
well. Thus, reducing the number of photos that require manual validation is
an important goal for both manual and automatic photo recognition. Once
the validation is performed, the location of the validated photo task is now
considered to be reliable because the validated photos have been verified to
be taken from the physical location requested in the task. For simplicity,
the authors refer to the participants who contributed valid photo tasks with
reliable location and time as “Validators.”
Phase 2 — Transitive Trust: In this phase, the authors rely on the tran-
sitive property and extend the trust established in the Validator’s location
to other co-located data points. In short, if the photo is valid, the trust
is extended to co-located data points found in Bluetooth discovery of the
validated photo task. In the current scheme, trust is extended until all co-
located tasks are trusted or no other task is found; alternately McSense can
set a TTL (Time To Live) on extended trust. The following two steps are
performed in this phase:

• (Step 1) Mark co-located data points as trusted: For each task co-
located with a validated photo task, mark the task’s location as trusted.
• (Step 2) Repeat Step 1 for each newly validated task until all co-located
tasks are trusted or no other task is found.

Validation Process: After executing the two phases of the ILR scheme,
all the co-located data points are validated successfully. If any malicious
provider falsely claims one of the validated tasks’ location at the same time,
then the false claim will be detected in the validation step. Executing the
validation process shown in algorithm 1 will help us detect wrong location
86 Mobile Crowdsensing

Algorithm 1 ILR Validation Pseudo-Code


Notation:
TList: Tasks List which are not yet marked trusted after completing first two
phases of ILR scheme.
T: Task submitted by a Provider.
L: Location of the Photo or Sensing Task (T).
t: Timestamp of the Photo or Sensing Task (T).
hasValidator(L, t): Function to check, if already there exist any valid data
point at task T’s location and time.

validationProcess():
run to validate the location of each task in TList
1: for each task T in TList do
2: if hasV alidator(L, t) == T RU E then
3: Update task T with false location claim at (L, t)

claims around the already validated location data points. For instance, if
we consider task 12 from Figure 8.4 as a malicious provider claiming a
false location exactly at photo task A’s location and time, then task 12 will
be detected in the validationProcess() function as it is not co-located in
the Bluetooth scans of photo task A. In addition to the validation process,
McSense will also do a basic spatio-temporal correlation check to ensure that
the provider is not claiming locations at different places at the same time.

8.3.1.3 Security Analysis


The goal of the ILR scheme is to establish the reliability of the sensed data
by validating the claimed location of the data points. In addition, ILR seeks
to detect false claims made by malicious participants.
ILR is able to handle all three threat scenarios presented in the adversarial
model. In the first threat scenario, when there is no location and Bluetooth
scan submitted along with the sensed data, the sensed data of that task is
rejected and the provider will not be paid by McSense.
In the second threat scenario, when a provider submits its Bluetooth dis-
covery with a false location claim, then McSense will detect the provider in its
neighbors’ Bluetooth scans at a different location using the spatio-temporal
correlation check, and will reject the task’s data.
Finally, when a provider submits fake Bluetooth discovery with a false
location claim, then the scheme looks for any validator around the claimed
location, and if it finds anyone, then the sensed data associated with the false
location claim is rejected. But if there is no validator around the claimed
location, then the data point is categorized as “unknown.”
As discussed in the adversarial model (Section 8.3.1), sensed data submit-
ted by malicious colluding attackers could be filtered to a certain extent in
McSense by setting the node degree threshold (Nth ) to the minimum node
degree requirement requested by the client.
Security Issues and Solutions 87

TABLE 8.1
Photo task reliability
Total photos 1784
Number of photos with Bluetooth 204
scans (manually validated in ILR)
Trusted data points added by ILR 148

TABLE 8.2
Number of false location claims
Detected by Total Percentage
ILR scheme detected
Tasks with false loca- 4 16 25%
tion claim
Cheating people 4 10 40%

8.3.1.4 Experimental Evaluation: Field Study


The providers (students shown in Table 5.1) registered with McSense and sub-
mitted data together with their userID. Both phases of ILR and the validation
process are executed on data collected from the providers, and the authors
acted as the clients collecting the sensed data in these experiments.
The location data is mostly collected from the university campus (0.5 mile
radius). The main goal of these experiments is to determine how efficiently
the ILR scheme can help McSense to validate the location data and detect
false location claims. ILR considers the Bluetooth scans found within 5min
intervals of measuring the sensor readings for a sensing task.
Table 8.1 shows the total photo tasks that are submitted by people; only
204 photo tasks have Bluetooth scans associated with them. In this data set,
the authors considered the N odeDegree ≥ 1, therefore they used all these 204
photo tasks with Bluetooth scans in Phase 1 to perform manual validation,
and then in Phase 2 they were able to automatically extend the trust to 148
new location data points through the transitive closure property of ILR.
To capture the ground truth, the authors manually validated all the photos
collected by McSense in this study and identified that they had a total of 45
fake photos submitted to McSense from malicious providers, out of which only
16 fake photo tasks had Bluetooth scans with false location claims. Talasila
et al. then applied ILR to verify how many of these 16 fake photos can be
detected.
The authors were able to catch 4 users who claimed wrong locations to
make money with fake photos, as shown in Table 8.2. Since the total number
of malicious users involved in the 16 fake photo tasks is 10, ILR was able to
detect 40% of them. Finally, ILR is able to achieve this result by validating
only 11% of the photos (i.e., 204 out of 1784).
88 Mobile Crowdsensing

TABLE 8.3
Simulation setup for the ILR scheme
Parameter Value
Number of nodes 200
% of tasks with false location claims 10, 15, 30, 45, 60
Bluetooth transmission range 10m
Simulation time 2hrs
User walking speed 1m/sec
Node density 2, 3, 4, 5
Bluetooth scan rate 1/min

8.3.1.5 ILR Simulations


This section presents the evaluation of the ILR scheme using the NS-2 network
simulator. The two main goals of the evaluation are: (1) Estimate the right per-
centage of photo tasks needed in Phase 1 to bootstrap the ILR scheme, and (2)
Quantify the ability of ILR to detect false location claims at various node den-
sities.

Simulation Setup:
The simulation setup parameters are presented in Table 8.3. Given a simu-
lation area of 100m x 120m, the node degree (i.e., average number of neighbors
per user) is slightly higher than 5. Talasila et al. varied the simulation area to
achieve node degrees of 2, 3, and 4. The authors consider low walking speeds
(i.e., 1m/sec) for collecting photos. In these simulations, the authors consid-
ered all tasks as photo tasks. A photo task is executed every minute by each
node. Photo tasks are distributed evenly across all nodes. Photo tasks with
false location claims are also distributed evenly across several malicious nodes.
The authors assume the photo tasks in ILR’s phase 1 are manually validated.
After executing the simulation scenarios described below, the authors col-
lected each photo task’s time, location, and Bluetooth scan. As per simulation
settings, there will be 120 completed photo tasks per node at the end of the
simulation (i.e., 24,000 total photo tasks for 200 nodes). Over this collected
data, Talasila et al. applied the ILR validation scheme to detect false location
claims.

Simulation Results:

Varying percentage of false location claims. In this set of experiments,


the authors varied the percentage of photo tasks with false location claims.
The resulting graph, plotted in Figure 8.6, has multiple curves as a function
of the percentage of photo tasks submitting false locations. This graph is
Security Issues and Solutions 89

plotted to gain insights on what will be the right percentage of photo tasks
needed in Phase 1 to bootstrap the ILR scheme. Next, we analyze Figure 8.6:

• Low count of malicious tasks submitted: When 10% of total photo


tasks are submitting false location, Figure 8.6 shows that just by using
10% of the total photo tasks validated in Phase 1, the ILR scheme can
detect 55% of the false location claims. This figure also shows that in
order to detect more false claims, we can use up to 40% of the total
photo tasks in Phase 1 to detect 80% of the false location tasks. Finally,
Figure 8.6 shows that increasing the percentage of validated photo tasks
above 40% will not help much as the percentage of detected false tasks
remains the same.
• High count of malicious tasks submitted: When 60% of the to-
tal photo tasks are submitting false locations, Figure 8.6 shows that
ILR can still detect 35% of the false claims by using 10% of the total
photo tasks in Phase 1. But in this case, the ILR scheme requires more
validated photo tasks (70%) to catch 75% of the false claims. This is
because by increasing the number of malicious tasks, the co-location
data is reduced and therefore ILR cannot extend trust to more location
claims in its Phase 2.

Therefore, Talasila et al. concluded that the right percentage of photo tasks
needed to bootstrap the ILR scheme is proportional to the expected false
location claims (which can be predicted using the history of the users’ par-
ticipation).
Node density impact on the ILR scheme. In this set of experiments,
the authors assume that 10% of the total photo tasks are submitting false
locations. In Figure 8.7, Talasila et al. analyzed the impact of node den-
sity on the ILR scheme. The authors seek to estimate the minimum node
density required to achieve highly connected graphs, to extend the location
trust transitively to more co-located nodes.

• High Density: When simulations are run with node density of 5,


Figure 8.7 shows the ILR scheme can detect the highest percentage
(>85%) of the false location claims. The figure also shows similarly
high results even for a node density of 4.
• Low Density: When simulations are run with node density of 2, we
can see that the ILR scheme can still detect 65% of the false location
tasks using 50% of the total photo tasks in Phase 1. For this node
density, even after increasing the number of validated photo tasks in
Phase 1, the percentage of detected false claims does not increase. This
is because of there are fewer co-located users at low node densities.
90 Mobile Crowdsensing

Therefore, the authors concluded that the ILR scheme can efficiently de-
tect false claims with a low number of manual validations, even for low node
densities.

8.3.2 The LINK Scheme for Real-time Location Data


Validation
This section describes LINK (Location authentication through Immediate
Neighbors Knowledge) [154], a secure location authentication protocol in
which users help authenticate each other’s location claims. LINK associates
trust scores with users, and nearby mobile devices belonging to users with
high trust scores play similar roles with the trusted beacons/base stations
in existing location-authentication solutions. The main idea is to leverage
the neighborhood knowledge available through short-range wireless tech-
nologies, such as Bluetooth, which is available on most cell phones, to
verify if a user is in the vicinity of other users with high trust scores.

Assumptions:
This section defines the interacting entities in the environment, and the
assumptions the authors make about the system for LINK protocol. The in-
teracting entities in the system are:

• Claimer: The mobile user who claims a certain location and subsequently
has to prove the claim’s authenticity.
• Verifier: A mobile user in the vicinity of the claimer (as defined by the
transmission range of the wireless interface, which is Bluetooth in the im-
plementation). This user receives a request from the claimer to certify the
claimer’s location and does so by sending a message to the LCA.
• Location Certification Authority (LCA): A service provided in the Internet
that can be contacted by location-based services to authenticate claimers’
location. All mobile users who need to authenticate their location are regis-
tered with the LCA.
• Location-Based Service (LBS): The service that receives the location in-
formation from mobile users and provides responses as a function of this
location.

Talasila et al. assume that each mobile device has means to determine its
location. This location is considered to be approximate, within typical GPS
or other localization systems limits. The authors assume the LCA is trusted
and the communication between mobile users and the LCA occurs over secure
channels, e.g., the communication is secured using SSL/TLS. The authors also
assume that each user has a pair of public/private keys and a digital certificate
from a PKI. Similarly, the authors assume the LCA can retrieve and verify the
Security Issues and Solutions 91

certificate of any user. All communication happens over the Internet, except
the short-range communication between claimers and verifiers.
The authors chose Bluetooth for short-range communication in LINK be-
cause of its pervasiveness in cell phones and its short transmission range (10m),
which provides good accuracy for location verification. However, LINK can
leverage WiFi during its initial deployment in order to increase the network
density. This solution trades off location accuracy for number of verifiers.
LCA can be a bottleneck and a single point of failure in the system. To
address these issues, standard distributed systems techniques can be used to
improve the LCA’s scalability and fault tolerance. For example, an individual
LCA server/cluster can be assigned to handle a specific geographic region,
thus reducing the communication overhead significantly (i.e., communication
between LCA servers is only required to access a user’s data when she travels
away from the home region). LINK also needs significant memory and storage
space to store historic data about each pair of users who interact in the sys-
tem. To alleviate this issue, a distributed implementation of the LCA could
use just the recent history (e.g., past month) to compute trust score trends,
use efficient data-intensive parallel computing frameworks such as Hadoop [14]
to pre-compute these trends offline, and employ distributed caching systems
such as Memcached [20] to achieve lower latency for authentication decisions.

Adversarial Model:
Any claimer or verifier may be malicious. When acting individually, ma-
licious claimers may lie about their location. Malicious verifiers may refuse
to cooperate when asked to certify the location of a claimer and may also lie
about their own location in order to slander a legitimate claimer. Additionally,
malicious users may perform stronger attacks by colluding with each other in
order to verify each other’s false claims. Colluding users may also attempt two
classic attacks: mafia fraud and terrrorist fraud [64].
Talasila et al. do not consider selfish attacks, in which users seek to reap
the benefits of participating in the system without having to expend their own
resources (e.g., battery). These attacks are solved by leveraging the centralized
nature of LCA, which enforces a tit-for-tat mechanism, similar to those found
in P2P protocols such as BitTorrent [57], to incentivize nodes to participate in
verifications. Only users registered with the LCA can participate in the system
as claimers and verifiers. The tit-for-tat mechanism requires the verifiers to
submit verifications in order to be allowed to submit claims. New users are
allowed to submit a few claims before being requested to perform verifications.
Finally, the authors rely on the fact that a user cannot easily obtain mul-
tiple user IDs because the user ID is derived from a user certificate, and
obtaining digital certificates is not cheap; this deters Sybil attacks [67]. Fur-
ther, techniques such as [127, 133], complimentary to the LINK protocol, can
be used to address these attacks.
92 Mobile Crowdsensing

8.3.2.1 Protocol Design


This section presents the basic LINK operation, describes the strategies used
by LCA to decide whether to accept or reject a claim, and then details how
trust scores and verification history are used to detect strong attacks from ma-
licious users who change their behavior over time or collude with each other.

Basic Protocol Operation:


All mobile users who want to use LINK must register with the LCA. During
registration, the LCA generates a userID based on the user’s digital certifi-
cate. Users of the system do not have to register with the LBS because they
submit their LCA-generated userID to the LBS together with their requests.
By not requiring the users to register with each LBS, the authors simplified
the protocol.
At registration time, the LCA assigns an initial trust score for the user
(which can be set to a default value or assigned based on other criteria).
Trust scores are maintained and used by the LCA to decide the validity of
location claims. A user’s trust score is additively increased when her claim is
successfully authenticated, and multiplicatively decreased otherwise in order
to discourage malicious behavior. This policy of updating the scores is demon-
strated to work well for the studied attacks, as shown in Section 8.3.2.4. The
values of all trust score increments, decrements, and thresholds are presented
in the same section. A similar trust score updating policy has been shown to
be effective in P2P networks as well [56].
LCA also maintains a verification count of each user to determine whether
the user is participating in verifications or simply using the system for her
own claims. A user needs to perform at least VCth verifications in order to be
allowed to submit one claim (VCth is the verification count threshold). Each
time a verifier submits a verification, her verification count is incremented by
1, and each time a claimer submits a request to LCA, her verification count
is decreased by VCth . If a claimer’s verification count reaches below VCth ,
the claimer is informed to participate in other claimers’ verifications and her
claims are not processed until her verification count reaches above VCth .
Figure 8.8 illustrates the basic LINK operation. The pseudo-code describ-
ing the actions of claimers, verifiers, LCA, and LBS is presented in Algo-
rithm 2. LINK messages are signed. When the authors say that a protocol
entity sends a signed message, it means that the entity computes a digital
signature over the entire message and appends this signature at the end of
the message. In step 1, a user (the claimer) wants to use the LBS and submits
her location (Claimer Pseudo-code, line 5). The LBS then asks the claimer to
authenticate her location (step 2) (LBS Pseudo-code, line 3). In response, the
claimer will send a signed message to LCA (step 3) which consists of (userID,
serviceID, location, seq-no, serviceID, verifiers’ IDs) (Claimer Pseudo-code,
line 12). The sequence number (seq-no) is used to protect against replay at-
tacks (to be discussed in Section 8.3.2.3). The serviceID is an identifier of
Security Issues and Solutions 93

the LBS. The verifiers’ IDs consists of the list of verifiers discovered by the
claimer’s Bluetooth scan; in this way, LCA will ignore the certification replies
received from any other verifiers (the purpose of this step is to defend against
mafia fraud attacks as detailed in Section 8.3.2.3). Furthermore, the LCA
timestamps and stores each newly received claim.
The claimer then starts the verification process by broadcasting to its
neighbors a location certification request over the short-range wireless inter-
face (step 4). This message is signed and consists of (userID, serviceID, lo-
cation, seq-no), with the same sequence number as the claim in step 3. The
neighbors who receive the message, acting as verifiers for the claimer, will send
a signed certification reply message to LCA (step 5) (Verifier Pseudo-code, line
8). This message consists of (userID, location, certification-request), where the
userID and location are those of the verifier and certification-request is the
certification-request broadcasted by the claimer. The certification-request is
included to allow the LCA to match the claim and its certification messages.
Additionally, it proves that indeed the certification-reply is in response to the
claimer’s request.
The LCA waits for the certification reply messages for a short period of
time and then starts the decision process (described next in Section 8.3.2.2).
Finally, the LCA informs the LBS about its decision (step 6) (LCA Pseudo-
code, line 9), causing the LBS to provide or deny service to the claimer (LBS
Pseudo-code, line 8).

8.3.2.2 LCA Decision Process


In the following, we present the pseudo-code (Algorithm 3) and de-
scription of the LCA decision process. For the sake of clarity, this
description skips most of the details regarding the use of historical
data when making decisions, which are presented in Section 8.3.2.2.

Claimer lies:
The LCA first checks the user’s spatio-temporal correlation by compar-
ing the currently claimed location with the location of the user’s previously
recorded claim (lines 1–3 in the algorithm). If it is not physically possible to
move between these locations in the time period between the two claims, the
new claim is rejected.
If the claimer’s location satisfies the spatio-temporal correlation, the LCA
selects only the “good” verifiers who responded to the certification request
and who are in the list of verifiers reported by the claimer (lines 5–12).
These verifiers must include in their certification reply the correct certifi-
cation request signed by the claimer (not shown in the code) and must
satisfy the spatio-temporal correlation themselves. Additionally, they must
have trust scores above a certain threshold. The authors only use “good”
verifiers because verifiers with low scores may be malicious and may try to
slander the claimer. Nevertheless, the low score verifiers respond to certifica-
94 Mobile Crowdsensing

Algorithm 2 LINK Pseudo-Code


Claimer Pseudo-code:
1: // KCpr = private key of claimer
2: // KCpu = public key of claimer
3: // seq-no = provided by LCA before each claim
4: // LBS-request = [userID, location]
5: send(LBS, LBS-request)
6: receive(LBS, response)
7: if response == Authenticate then
8: certification-request = [userID, serviceID, location, seq-no];
9: certification-request += sign(KCpr , certification-request);
10: verifiers = BluetoothDiscoveryScan();
11: signed-verifiers = verifiers + sign(KCpr , verifiers);
12: send(LCA, certification-request, signed-verifiers);
13: broadcast(verifiers, certification-request);
14: receive(LBS, response);
Verifier Pseudo-code:
1: // KVpr = private key of verifier
2: // KVpu = public key of verifier
3: // Verifier enables Bluetooth Radio to discoverable mode
4: claimer = BluetoothDiscovered();
5: receive(claimer, certification-request);
6: certification-reply = [userID, location, certification-request];
7: certification-reply += sign(KVpr , certification-reply);
8: send(LCA, certification-reply);
9: // Potential request from LCA to authenticate its location
LCA Pseudo-code:
1: receive(claimer, certification-request, verifiers)
2: if verif y(KCpu , certif ication − request) and verif y(KCpu , verif iers) then
3: for v = 1 to verifiers.size() do
4: receive(v, certification-reply[v]);
5: if verif y(KVpu , certif ication − reply[v]) and
verif y(KCpu , getCertif icationRequest(certif ication − reply[v])) then
6: storeDataForDecision(certification-request, certification-reply)
7: decision = decisionProcess(claimer, getClaimLocation(certification-request));
8: LBS = getServiceID(certification-request);
9: send(LBS, decision);
LBS Pseudo-code:
1: receive(claimer, LBS-request);
2: if locationAuthentication == Required then
3: send(claimer, Authenticate);
4: receive(LCA, decision);
5: if decision == Reject then
6: send(claimer, ServiceDenied)
7: return
8: send(claimer, response);
Security Issues and Solutions 95

tion requests in order to be allowed to submit their own certification claims


(i.e., tit-for-tat mechanism) and, thus, potentially improve their trust scores.

Notation of Algorithm 3:
c: claimer
V = {v0 ,v1 ,...vn }: Set of verifiers for claimer c
Nset : Set of verifiers who do not agree with c’s location claim
vi : The i-th verifier in V
Tvi : Trust score of verifier vi
Tc : Trust score of claimer
Wvi : Weighted trust score of verifier vi
Lc : Location claimed by claimer
Lvi : Location claimed by verifier vi
INDtr : Individual threshold to eliminate the low-scored verifiers
AVGtr : Average threshold to ensure enough difference in averages
VRFcnt =0: Variable to hold recursive call count
INC=0.1: Additive increment
DEC=0.5: Multiplicative decrement
secVer[]: Array to hold the response of second level verifications

Colluding users help claimer:


After selecting the “good” verifiers, the LCA checks if they are collud-
ing with the claimer to provide false verifications (lines 13–15), and it re-
jects the claim if that is the case. This collusion check is described in detail
in Section 8.3.2.2 under the paragraph titled, “Colluding users verification.”

Contradictory verifications:
If the LCA does not detect collusion between the claimer and verifiers, it
accepts or rejects the claim based on the difference between the sums of the
trust scores of the two sets of verifiers (lines 16–23), those who agree with
the location submitted by the claimer (Ysum ), and those who do not (Nsum ).
Of course, the decision is easy as long as all the verifiers agree with each
other. The difficulty comes when the verifiers do not agree with each other.
This could be due to two causes: malicious individual verifiers, or verifiers
colluding with the claimer, who have escaped detection.
If the difference between the trust score sums of two sets of verifiers is above
a certain threshold, the LCA decides according to the “winning” set. If it is
low, the LCA does not make a decision yet. It continues by checking the trust
score trend of the claimer (lines 24–27): if this trend is poor, with a pattern
of frequent score increases and decreases, the claimer is deemed malicious
and the request rejected. Otherwise, the LCA checks the score trends of the
verifiers who disagree with the claimer (lines 28). If these verifiers are deemed
malicious, the claim is accepted. Otherwise, the claim is ignored, which forces
the claimer to try another authentication later.
96 Mobile Crowdsensing

Algorithm 3 Decision Process Pseudo-Code


decisionProcess(c, Lc ):
:run to validate the location Lc claimed by c
1: if SpatioT empCorrelation(c) == F ALSE then
2: Tc = Tc *DEC
3: return Reject
4: VRFcnt ++
5: if hasN eighbors(c) == T RU E then
6: for i = 0 to n do
7: if SpatioT empCorrelation(vi ) == F ALSE then
8: Tvi = Tvi *DEC
9: remove vi from set V
10: Wvi = getUpdatedWeightScore(vi ,c)
11: if Wvi ≤ IN Dtr then
12: remove vi from set V
13: if V.notEmpty() then
14: if checkCollusion(V, c) == T RU E then
15: return Reject
16: (absAVGDiff,Ysum ,Nsum ) = getTrustScore(V,c)
17: if absAV GDif f ≥ AV Gtr then
18: if Ysum ≥ Nsum then
19: Tc = Tc +INC
20: return Accept
21: else
22: Tc = Tc *DEC
23: return Reject
24: else
25: if trend(c) == P OOR then
26: Tc = Tc *DEC
27: return Reject
28: else if verif yScoreT rends(Nset ) == P OOR then
29: if Tc ≤ IN Dtr then
30: return Ignore
31: else
32: Tc = Tc -INC
33: return Accept
34: else if V RFcnt == 2 then
35: return Ignore {//2nd level claim is ignored}
36: else
37: for i = 0 to Nset .size() do
38: secVer[i] = decisionProcess(vi ,Lvi )
39: if M ajority(secV er) == Ignore or Reject then
40: Tc = Tc +INC
41: return Accept
42: else
43: Tc = Tc *DEC
44: return Reject
45: if V RFcnt == 2 then
46: return Ignore {//2nd level claim is ignored}
47: else if trend(c) == P OOR then
48: Tc = Tc *DEC
49: return Reject
50: else if Tc ≤ IN Dtr then
51: return Ignore
52: else
53: Tc = Tc -INC
54: return Accept
Security Issues and Solutions 97

Note that even if the claim is accepted in this phase, the trust score of
the claimer is preventively decremented by a small value (lines 32–33). In this
way, a claimer who submits several claims that are barely accepted will receive
a low trust score over time; this trust score will prevent future “accepts” in
this phase (lines 29-30) until her trust scores improves.
If the trend scores of both the claimer and the verifiers are good, the
verifiers are challenged to authenticate their location (lines 34–44). This
second level verification is done through a recursive call to the same deci-
sionProcess() function. This function is invoked for all verifiers who do not
agree with the claimer (lines 37–38). If the majority of these verifiers can-
not authenticate their location (i.e., Ignore or Reject answers), the claim is
accepted (lines 39–41). Otherwise, the claim is rejected. The VRFcnt vari-
able is used to keep track of the recursive call count. Since only one addi-
tional verification level is performed, the function returns when its value is 2.

Claimer with no verifiers:


The LCA deals with the case when no “good” verifiers are found to certify
the claim in lines 45–54 of the algorithm (this includes no verifiers at all). If the
claimer’s trust score trend is good and her trust score is higher than a certain
threshold, the claim is accepted. In this situation, the claimer’s trust score is
decreased by a small value IN C = 0.1, as shown at line 53 in Algorithm 3, to
protect against malicious claimers who do not broadcast a certification request
to their neighbors when they make a claim. Over time, a user must submit
claims that are verified by other users; otherwise, all her claims will be rejected.

Use of Historical Data in LCA Decision


The LCA maintains for each user the following historical data: (1) all
values of the user’s trust score collected over time, and (2) a list of all users
who provided verifications for this user together with a verification count for
each of them. These data are used to detect and prevent attacks from malicious
users who change their behavior over time or who collude with each other.
Trust score trend verification. The goal of this verification is to an-
alyze the historical trust values for a user and find malicious patterns. This
happens typically when there are no good verifiers around a claimer or when
the verifiers contradict each other, with no clear majority saying to accept or
reject the claim.
For example, a malicious user can submit a number of truthful claims to
improve her trust score and then submit a malicious claim without broadcast-
ing a certification request to her neighbors. Practically, the user claims to have
no neighbors. This type of attack is impossible to detect without verifying the
historical trust scores. To prevent such an attack, the LCA counts how many
times a user’s trust score has been decreased over time. If this number is larger
than a certain percentage of the total number of claims issued by that user
(10% in the implementation), the trend is considered malicious. More complex
98 Mobile Crowdsensing

functions or learning methods could be used, but this simple function works
well for many types of attacks, as demonstrated by the experiments.
Colluding users verification. Groups of users may use out-of-band com-
munication to coordinate attacks. For example, they can send location certi-
fication messages to LCA on behalf of each other with agreed-upon locations.
To mitigate such attacks, the LCA maintains an NxN matrix M that tracks
users certifying each other’s claims (N is the total number of users in the
system). M[i][c] counts how many times user i has acted as verifier for user
c. The basic idea is that colluding users will frequently certify each other’s
claims compared with the rest of the users in the system. However, identi-
fying colluding users based solely on this criterion will not work, because a
spouse or a colleague at the office can very frequently certify the location of
certain users. Furthermore, a set of colluding malicious users can use various
permutations of subsets of malicious verifiers to reduce the chances of being
detected.
Therefore, Talasila et al. propose two enhancements. First, the LCA algo-
rithm uses weighted trust scores for verifiers with at least two verifications for
a claimer. The weighted trust score of a verifier v is Wv = Tv /log2 (M[i][c]),
where Tv is the actual trust score of v. The more a user certifies another user’s
claims, the less its certifying information will contribute in the LCA decision.
Talasila et al. chose a log function to induce a slower decrease of the trust
score as the count increases. Nevertheless, a small group of colluding users
can quickly end up with all their weighted scores falling below the threshold
for “good” users, thus stopping the attack.
This enhancement is used until enough verification data is collected. Then,
it is used in conjunction with the second enhancement, which discriminates
between colluding malicious users and legitimate users who just happen to
verify often for a claimer. LINK rejects a claim if the following conditions are
satisfied for the claimer:

1. The number of claims verified by each potentially colluding user


is greater than a significant fraction of the total number of claims
issued by the claimer, and
2. The number of potentially colluding users who satisfy the first con-
dition is greater than a significant fraction of the total number of
verifiers for the claimer.
The pseudo-code for this function is presented in Algorithm 4. The function
uses a dynamic threshold, Wmax , which is a percentage of the total number of
claims issued by the claimer over time (in the implementation, this percentage,
β, is set to 30%). Since Wmax is dynamically set, the algorithm can adapt its
behavior over time. The function then computes the percentage of the verifiers
who already reached Wmax (lines 3–6). If a significant number of verifiers
reached this threshold, the algorithm considers them malicious and punishes
them together with the claimer. Simulation results presented in Section 8.3.2.4
Security Issues and Solutions 99

FIGURE 8.4
Example of McSense collected photo tasks [A–I] and sensing tasks [1–15] on
the campus map, grouped using Bluetooth discovery co-location data.

demonstrate the advantage of punishing the verifiers as well vs. a method that
would punish only the claimer.
A higher percentage of users verifying often for the same claimer is a
strong indication of malicious behavior (the parameter α, set to 10% in the
implementation, is used for this purpose). The underlying assumption is that
a legitimate user going about her business is verified by many users over time,
and only a few of them would verify often (e.g., family, lab mates).
Lines 7–13 show how the decision is made. If the number of potentially
colluding verifiers is greater than α, the claimer and those verifiers are pun-
ished. Note that the authors do not punish a verifier who did not participate
in verifications for this claimer since the last time she was punished (line 10).
100 Mobile Crowdsensing

FIGURE 8.5
The phases of the ILR scheme.

FIGURE 8.6
ILR performance as a function of the percentage of photos manually validated
in Phase 1. Each curve represents a different percentage of photos with fake
locations.

In this way, the verifiers can redeem themselves, but at the same time, their
contribution is still remembered in M. Finally, as shown in lines 14–18, if the
percentage of potentially colluding users is less than α, the counts for those
users are reset to allow them to have a greater contribution in future verifica-
tions for the claimer (this is correlated with the weighted trust score described
previously).
Security Issues and Solutions 101

FIGURE 8.7
ILR performance as a function of the percentage of photos manually validated
in Phase 1. Each curve represents a different network density, shown as the
average number of neighbors per node.

8.3.2.3 Security Analysis


LINK’s goal is to prevent malicious users from claiming an incorrect location
and to accept truthful location claims from legitimate users. The decision
made by the LCA to accept or reject a claim relies on the trust scores of the
users involved in this claim (i.e., claimer and verifiers). Thus, from a security
perspective, the protocol’s goal is to ensure that over time the trust score
of malicious users will decrease, whereas the score of legitimate users will
increase. LINK uses an additive increase and multiplicative decrease scheme
to manage trust scores in order to discourage malicious behavior.
There are certain limits to the amount of adversarial presence that LINK
can tolerate. For example, LINK cannot deal with an arbitrarily large num-
ber of malicious colluding verifiers supporting a malicious claimer because it
becomes very difficult to identify the set of colluding users. Similarly, LINK
cannot protect against users who accumulate high scores and very rarely is-
sue false claims while pretending to have no neighbors (i.e., the user does not
broadcast a certification request). An example of such a situation is a “hit
and run” attack, when the user does not return to the system after issuing a
false claim. This type of behavior cannot be prevented even in other real-world
systems that rely on user reputation, such as Ebay. Thus, Talasila et al. do
102 Mobile Crowdsensing

V2 LBS
(4) broadcast ation claim

(6) claim decision


(1) loc quest
certification C tion re
request th entica
(2) au INTERNET

(5)
V1 (3) loc
ation certification
claim
reply

V4 (5) LCA
V3 certification
reply

FIGURE 8.8
Basic protocol operation (where C = claimer, Vi = verifiers, LBS = location-
based service, LCA = location certification authority).

not focus on preventing such attacks. Instead, the authors focus on preventing
users that systematically exhibit malicious behavior. Up to a certain amount
of adversarial presence, the simulation results in Section 8.3.2.4 show that
the protocol is able to decrease, over time, the scores of users that exhibit
malicious behavior consistently, and to increase the scores of legitimate users.
All certification requests and replies are digitally signed, thus the attacker
cannot forge them, nor can she deny messages signed under her private key.
Attackers may attempt simple attacks such as causing the LCA to use the
wrong certification replies to verify a location claim. LINK prevents this attack
by requiring verifiers to embed the certification request in the certification
reply sent to the LCA. This also prevents attackers from arbitrarily creating
certification replies that do not correspond to any certification request, as they
will be discarded by the LCA.
Another class of attacks claims a location too far from the previously
claimed location. In LINK, the LCA prevents these attacks by detecting it is
not feasible to travel such a large distance in the amount of time between the
claims.
The LCA’s decision-making process is facilitated when there is a clear
difference between the trust scores of legitimate and malicious users. This
corresponds to a stage in which the user scores have stabilized (i.e., malicious
scores have low scores and legitimate users have high scores). However, there
may be cases when this score difference is not significant and it becomes
challenging to differentiate between a legitimate verifier vouching against a
malicious claimer and a malicious verifier slandering a legitimate claimer. In
this case, the LCA’s decision relies on several heuristic rules. The true nature
of a user (malicious or legitimate) may be reflected in the user’s score trend
Security Issues and Solutions 103

Algorithm 4 Collusion Check Pseudo-Code


Notation:
M: NxN matrix for keeping count of certifications for pairs (claimer,
verifier)
Wmax : Threshold for count w
k: Number of verifiers with w ≥ Wmax for claimer c
V: Set of active verifiers for claimer c
Tc : Trust score of claimer
Tvi : Trust score of i-th verifier in V
m: Number of verifiers with w > 0 for claimer c
NumClc : Total number of claims made by claimer c
Wrst : reset value
checkCollusion(V, c):
1: Wmax = β ∗ N umClc
2: for i = 0 to M.size do
3: if M [i][c] ≥ Wmax then
4: k++;
5: if M [i][c] > 0 then
6: m++;
7: if k/m ≥ α then
8: Tc = Tc ∗ DEC
9: for i = 0 to M.size do
10: if (M [i][c] ≥ Wmax ) and ((i ∈ V ) or (i.punished == F ALSE)) then
11: Ti = Ti ∗ DEC
12: i.punished = T RU E
13: return TRUE
14: else
15: for i = 0 to V.size do
16: if M [V [i]][c] ≥ Wmax then
17: M [V [i]][c] = Wrst
18: return FALSE

and the LCA can decide based on the score trends of the claimer and verifiers.
The LCA may also potentially require the verifiers to prove their location.
This additional verification can reveal malicious verifiers that are certifying
a position claim (even though they are not in the vicinity of the claimed
position), because the verifiers will not be able to prove their claimed location.
Replay Attack. Attackers may try to slander other honest nodes by
intercepting their certification requests and then replaying them at a later
time in a different location. However, the LCA is able to detect that it has
already processed a certification request (extracted from a certification reply)
because each such request contains a sequence number and the LCA maintains
a record of the latest sequence number for each user. Thus, such duplicate
requests will be ignored.
Individual Malicious Claimer or Verifier Attacks. We now consider
individual malicious claimers that claim a false location. If the claimer follows
the protocol and broadcasts the certification request, the LCA will reject
the claim because the claimer’s neighbors provide the correct location and
prevail over the claimer. However, the claimer may choose not to broadcast
the certification request and only contact the LCA. If the attacker has a good
trust score, she will get away with a few false claims. The impact of this attack
is limited because the attacker trust score is decreased by a small decrement for
104 Mobile Crowdsensing

each such claim, and she will soon end up with a low trust score; consequently,
all future claims without verifiers will be rejected. Accepting a few false claims
is a trade-off the authors adopted in LINK in order to accept location claims
from legitimate users that occasionally may have no neighbors.
An individual malicious verifier may slander a legitimate user who claims
a correct location. However, in general, the legitimate user has a higher trust
score than the malicious user. Moreover, the other (if any) neighbors of the
legitimate user will support the claim. The LCA will thus accept the claim.
Colluding Attack. A group of colluding attackers may try to verify each
other’s false locations using out-of-band channels to coordinate with each
other. For example, one attacker claims a false position and the other attackers
in the group support the claim. LINK deals with this attack by recording the
history of verifiers for each claimer and gradually decreasing the contribution
of verifiers that repeatedly certify for the same claimer (see Section 8.3.2.2).
Even if this attack may be successful initially, repeated certifications from the
same group of colluding verifiers will eventually be ignored (as shown by the
simulations in Section 8.3.2.4).
Mafia Fraud. In this attack, colluding users try to slander honest claimers
without being detected, which may lead to denial-of-service. For example, a
malicious node M1 overhears the legitimate claimer’s certification request and
relays it to a remote collaborator M2 ; M2 then re-broadcasts this certification
request pretending to be the legitimate claimer. This results in conflicting
certification replies from honest neighbors of the legitimate claimer and honest
neighbors of M2 from a different location. This attack is prevented in LINK
because the LCA uses the list of verifiers reported by the legitimate claimer
from its Bluetooth scan. Therefore, LCA ignores the certification replies of
the extra verifiers who are not listed by the legitimate claimer. These extra
verifiers are not punished by LCA, as they are being exploited by the colluding
malicious users. Furthermore, it is difficult for colluding users to follow certain
users in order to succeed in such an attack.
Limitations and Future Work. The thresholds in the protocol are set
based on the expectations of normal user behavior. However, they can be
modified or even adapted dynamically in the future.
LINK was designed under the assumption that users are not alone very
often when sending the location authentication requests. As such, it can lead
to significant false positive rates for this type of scenario. Thus, LINK is best
applicable to environments in which user density is relatively high.
Terrorist fraud is another type of attack in which one attacker relays the
certification request to a colluding attacker at a different location, in order to
falsely claim the presence at that different location. For example, a malicious
node M1 located at location L1 relays its certification request for location L2
to collaborator M2 located at L2 . M2 then broadcasts M1 ’s request to nearby
verifiers. Verifiers certify this location request, and as a result the LCA falsely
believes that M1 is located at L2 . This attack is less useful in practice and
is hard to mount, as it requires one of the malicious users to be located at
Security Issues and Solutions 105

the desired location. From a philosophical perspective, attacker M1 has a


physical presence at the falsely claimed location through its collaborator M2 ,
so this attack is arguably not a severe violation of location authentication. The
attack could be prevented by using distance bounding protocols [150, 47, 138].
However, applying such protocols is non-trivial. Two major issues are: (a)
These protocols consider the verifiers as trusted whereas LINK verifiers are
not trusted, and (b) special hardware (i.e., radio) not available on current
phones may be needed to determine distances with high accuracy.
In addition, a group of colluding attackers may attempt a more sophisti-
cated version of the terrorist fraud attack, in which the malicious collaborators
share their cryptographic credentials to sign the false location claims for each
other. In practice, this scenario is unlikely because a malicious user will be
reluctant to share her credentials with another malicious user [138].
The authors implicitly assume that all mobile devices have the same nom-
inal wireless transmission range. One can imagine ways to break this assump-
tion, such as using non-standard wireless interfaces that can listen or transmit
at higher distances, such as the BlueSniper rifle from DEFCON ’04. In this
way, a claimer may be able to convince verifiers that she is indeed nearby,
while being significantly farther away. Such attacks can also be prevented
similar to the above solution for terrorist fraud using distance bounding pro-
tocols [150, 47, 138].
Location privacy could be an issue for verifiers. Potential solutions may
include rate limitations (e.g., number of verifications per hour or day), place
limitations (e.g., do not participate in verifications in certain places), or even
turning LINK off when not needed for claims. However, the tit-for-tat mech-
anism requires the verifiers to submit verifications in order to be allowed to
submit claims. To protect verifier privacy against other mobile users in prox-
imity, the verification messages could be encrypted as well.

8.3.2.4 Simulations
This section presents the evaluation of LINK using the ns-2 simulator.
The two main goals of the evaluation are: (1) Measuring the false nega-
tive rate (i.e., percentage of accepted malicious claims) and false positive
rate (i.e., percentage of denied truthful claims) under various scenarios, and
(2) verifying whether LINK’s performance improves over time as expected.

Simulation Setup:
The simulation setup parameters are presented in Table 8.4. The average
number of neighbors per user considering these parameters is slightly higher
than 5. Since the authors are interested in measuring LINK’s security perfor-
mance, not its network overhead, they made the following simplifying changes
in the simulations. Bluetooth is emulated by WiFi with a transmission range of
10m. This results in faster transmissions as it does not account for Bluetooth
discovery and connection establishment. However, the impact on security of
106 Mobile Crowdsensing

TABLE 8.4
Simulation setup for the LINK protocol
Parameter Value
Simulation area 100m x 120m
Number of nodes 200
% of malicious users 1, 2, 5, 10, 15
Colluding user group size 4, 6, 8, 10, 12
Bluetooth transmission range 10m
Simulation time 210min
Node speed 2m/sec
Claim generation rate (uniform) 1/min, 1/2min, 1/4min, 1/8min
Trust score range 0.0 to 1.0
Initial user trust score 0.5
‘‘Good’’ user trust score 0.3
threshold
Low trust score difference 0.2
threshold
Trust score increment 0.1
Trust score decrement - common 0.5
case
Trust score decrement - no 0.1
neighbors

this simplification is limited due to the low walking speeds considered in these
experiments. Section 8.3.2.6 will present experimental results on smartphones
that quantify the effect of Bluetooth discovery and Piconet formation. The
second simplification is that the communication between the LCA and the
users does not have any delay; the same applies for the out-of band commu-
nication between colluding users. Finally, a few packets can be lost due to
wireless contention because the authors did not employ reliable communica-
tion in their simulation. However, given the low claim rate, the impact of these
packets is minimal.
To simulate users’ mobility, Talasila et al. used the Time-variant Com-
munity Mobility Model (TVCM model) [90], which has the realistic mobility
characteristics observed from wireless LAN user traces. Specifically, TVCM
selects frequently visited communities (areas that a node visits frequently)
and different time periods in which the node periodically re-appears at the
same location. Talasila et al. use the following values of the TVCM model
in the simulations: 5 communities, 3 periods, and randomly placed commu-
nities represented as squares having the edge length 20m. The TVCM fea-
tures help in providing a close approximation of real-life mobility patterns
compared to the often-used random waypoint mobility model (RWP). Never-
theless, to collect additional results, the authors ran simulations using both
TVCM and RWP. For most experiments, they have seen similar results be-
Security Issues and Solutions 107

tween the TVCM model and the RWP model. Therefore, they omit the
RWP results. There is one case, however, in which the results for TVCM
are worse than the results for RWP: It is the “always malicious individual
verifiers,” and this difference will be pointed out when we discuss this case.

Simulation Results:
Always malicious individual claimers. In this set of experiments, a
certain number of non-colluding malicious users send only malicious claims;
however, they verify correctly for other claims.
If malicious claimers broadcast certification requests, the false negative
rate is always 0. These claimers are punished and, because of low trust scores,
they will not participate in future verifications. For higher numbers of ma-
licious claimers, the observed false positive rate is very low (under 0.1%),
but not 0. The reason is that a small number of good users remain without
neighbors for several claims and, consequently, their trust score is decreased;
similarly, their trust score trend may seem malicious. Thus, their truthful
claims are rejected if they have no neighbors. The users can overcome this
rare issue if they are made aware that the protocol works best when they have
neighbors.
If malicious claimers do not broadcast certification requests, a few of their
claims are accepted initially because it appears that they have no neighbors.
If a claimer continues to send this type of claim, her trust score falls below the
“good” user threshold and all her future claims without verifiers are rejected.
Thus, the false negative rate will become almost 0 over time. The false positive
rate remains very low in this case.
Sometimes malicious individual claimers. In this set of experiments,
a malicious user attempts to “game” the system by sending not only mali-
cious claims but also truthful claims to improve her trust score. Talasila et al.
have evaluated two scenarios: (1) Malicious users sending one truthful claim,
followed by one false claim throughout the simulation, and (2) Malicious users
sending one false claim for every four truthful claims. For the first 10 minutes
of the simulation, they send only truthful claims to increase their trust score.
Furthermore, these users do not broadcast certification requests to avoid being
proved wrong by others.
Figure 8.9 shows that LINK quickly detects these malicious users. Initially,
the false claims are accepted because the users claim to have no neighbors and
have good trust scores. After a few such claims are accepted, LINK detects
the attacks based on the analysis of the trust score trends and punishes the
attackers.
Figure 8.10 illustrates how the average trust score of the malicious users
varies over time. For the first type of malicious users, the multiplicative de-
crease followed by an additive increase cannot bring the score above the
“good” user threshold; hence, their claims are rejected even without the trust
score trend analysis. However, for the second type of malicious users, the
average trust score is typically greater than the “good” user threshold. Nev-
108 Mobile Crowdsensing

FIGURE 8.9
False negative rate over time for individual malicious claimers with mixed
behavior. The claim generation rate is 1 per minute, 15% of the users are
malicious, and average speed is 1m/s.

ertheless, they are detected based on the trust score trend analysis. In these
simulations, the trust score range is between 0 and 1, i.e., additive increase of
a trust score is done until it reaches 1, then it is not incremented anymore. It
stays at 1, until there is a claim rejection or colluding verifier punishment.
Always malicious individual verifiers. The goal of this set of exper-
iments is to evaluate LINK’s performance when individual malicious veri-
fiers try to slander good claimers. In these experiments, there are only good
claimers, but a certain percentage of users will always provide malicious veri-
fications.
Figure 8.11 shows that LINK is best suited for city environments where
user density of at least 5 or higher can be easily found. The authors observed
that for user density less than 4 LINK cannot afford more than 10% malicious
verifiers, and for user density of 3 or less LINK will see high false positive
rates due to no verifiers or due to the malicious verifiers around the claimer.
From Figure 8.12, we observe that LINK performs well even for a relatively
high number of malicious verifiers, with a false positive rate of at most 2%.
The 2% rate happens when a claimer has just one or two neighbors and those
neighbors are malicious. However, a claimer can easily address this attack
by re-sending a claim from a more populated area to increase the number of
verifiers.
Security Issues and Solutions 109

FIGURE 8.10
Trust score of malicious users with mixed behavior over time. The claim gen-
eration rate is 1 per minute, 15% of the users are malicious, and average speed
is 1m/s. Error bars for 95% confidence intervals are plotted.

Of course, as the number of malicious verifiers increases, LINK can be


defeated. Figure 8.13 shows that once the percentage of malicious users goes
above 20%, the false positive rate increases dramatically. This is because the
trust score of the slandered users decreases below the threshold and they can-
not participate in verifications, which compounds the effect of slandering. This
is the only result for which the authors observed significant differences between
the TVCM model and the RWP model, with RWP leading to better results.
This difference is due to the fact that nodes in same community in TVCM
move together more frequently, which compounds the effect of slandering by
malicious verifiers.
Colluding malicious claimers. This set of experiments evaluates the
strongest attack the authors considered against LINK. Groups of malicious
users collude, using out-of-band communication, to verify for each other. Fur-
thermore, colluding users can form arbitrary verification subgroups; in this
way, their collusion is more difficult to detect. To achieve high trust scores
for the colluding users, the authors consider that they submit truthful claims
for the first 30 minutes of the simulation. Then, they submit only malicious
claims. As these are colluding users, there are no honest verifiers involved in
these simulations.
Figure 8.14 shows that LINK’s dynamic mechanism for collusion detection
110 Mobile Crowdsensing

FIGURE 8.11
False positive rate as a function of the percentage of malicious verifiers for
different node densities. The claim generation rate is 1 per minute and average
speed is 1m/s. Error bars for 95% confidence intervals are plotted.

works well for these group sizes (up to 6% of the total nodes collude with each
other). After a short period of high false negative rates, the rates decrease
sharply and subsequently no false claims are accepted.
In LINK, all colluding users are punished when they are found to be ma-
licious (i.e., the claimer and the verifiers). This decision could result in a few
“good” verifiers being punished once in a while (e.g., family members). Fig-
ures 8.15 and 8.16 shows the false negative and positive rates, respectively,
when punishing and not punishing the verifiers (i.e., the claimers are always
punished). The authors observed that LINK takes a little more time to catch
the colluding users while not punishing verifiers; at the same time, a small in-
crease in the false positive rate is observed while punishing the verifiers. Since
this increase in the false positive rate is not significant, the authors prefer to
punish the verifiers in order to detect malicious claims sooner.

8.3.2.5 Implementation
The LINK prototype has been implemented and tested on Motorola Droid
2 smart phones installed with Android OS 2.2. These phones have 512 MB
RAM, 1 GHz processor, Bluetooth 2.1, WiFi 802.11 b/g/n, 8 GB on board
storage, and 8 GB microSD storage. Since the authors did not have data plans
on their phones, all experiments were performed by connecting to the Internet
over WiFi.
Security Issues and Solutions 111

FIGURE 8.12
False positive rate as a function of the percentage of malicious verifiers for
different claim generation rates. The average speed is 1m/s. Error bars for
95% confidence intervals are plotted.

The implementation consists of two main components: (1) an An-


droid client side package that provides applications with a simple API
to perform location authentication and allows users to start a back-
ground LINK verification process on the phones; (2) the LCA server im-
plemented in Java. The communication between applications and LBSs
can be done through any standard or custom API/protocol. To test
LINK, Talasila et al. implemented, in Java, a Coupon LBS and its asso-
ciated application that runs on smartphones (illustrated in Figure 8.17).

Client API:
We present the client API in the context of the Coupon LBS and its cor-
responding application. This service distributes location-based electronic dis-
count coupons to people passing by a shopping mall. To prevent users located
farther away from receiving these coupons, the service has to authenticate
their location.
The corresponding application is implemented as an Android Application
Project. The user is provided with a simple “Request Coupon” button as
shown in Figure 8.17. The application submits the current location of the user
to LBS and waits for an answer. Upon receiving the location authentication
request from the LBS, the application invokes the submit claim LINK API.
An optimization done in the LINK package implementation was to limit the
112 Mobile Crowdsensing

FIGURE 8.13
False positive rate over time for different percentages of malicious verifiers.
The claim generation rate is 1 per minute and the average speed is 1m/s.
Error bars for 95% confidence intervals are plotted.

Bluetooth discovery to 5.12s instead of the standard 10.24s. This improves


the response time significantly and saves energy on the phones (as shown in
Section 8.3.2.6) at the expense of rarely missing a neighboring phone. In [131],
the authors show a single inquirer can locate 99% of all scanning devices within
transmission range in 5.12s.
The Bluetooth discovery’s callback function returns the list of discovered
Bluetooth devices. This list may contain devices that do not belong to phones
running LINK. Trying to establish Bluetooth connections with these devices
will lead to useless consumption of resources and extra delays. Therefore, when
submit claim function contacts the LCA, it submits not only the location to be
authenticated, but also the list of discovered Bluetooth devices. LCA answers
with the assigned transaction ID for this claim and also provides the list
of registered LINK-enabled devices. LINK on the phone will now establish a
Bluetooth connection with each of these devices, sequentially, to send the claim
certification request for the given transaction ID. Finally, the submit claim
function waits for the LCA answer, which is then returned to the application.
If the response is positive, the application invokes another function to receive
the coupon from the LBS; the LBS is informed of the authentication decision
by the LCA directly.
For the verifier’s side, which is not invoked from applications, the user
has to start a LINK server that makes the Bluetooth listener active (i.e.,
Security Issues and Solutions 113

FIGURE 8.14
False negative rate over time for colluding users. Each curve is for a differ-
ent colluding group size. Only 50% of the colluding users participate in each
verification, thus maximizing their chances to remain undetected. The claim
generation rate is 1 per minute and the average speed is 1m/s. Error bars for
95% confidence intervals are plotted.

puts Bluetooth in discoverable mode). This mode allows any claimer to


find the phone in order to request the certification reply for their loca-
tion claim. When a verifier’s Bluetooth listener receives the certification
request from a claimer, it invokes the submit verification API. This func-
tion reads the claimer’s message, generates the verification message, and
sends it to the LCA. All the messages are signed using “SHA1withRSA”
algorithm from the “java.security.Signature” package (1024 bits key size).

LCA Server:
LCA is a multi-threaded server that maintains the claim transaction’s
hashmap, list of all user’s details (ID, Bluetooth device address, RSA pub-
lic key, trust score, etc.), and all users’ weight matrices used in the decision
process. One of the important implementation decisions is how long should
a thread that received a claim wait for verifications to arrive1 . This is neces-
sary because some verifier phones may be turned off during the verification
process, go out of the Bluetooth transmission range before the connection
with the claimer is made, or even act maliciously and refuse to answer. This
last example could lead to a denial of service attack on the LCA. Thus, the
LCA cannot wait (potentially forever) until all expected verification messages
1 The LCA knows the number of verifiers from the submitted claim message.
114 Mobile Crowdsensing

FIGURE 8.15
False negative rate over time when punishing and not punishing colluding ver-
ifiers. The size of the colluding group is 12, and 50% of these users participate
in each verification. The claim generation rate is 1 per minute and the average
speed is 1m/s.

FIGURE 8.16
False positive rate over time when punishing and not punishing colluding
verifiers. All parameters are the same as in Figure 8.15.

arrive. It needs a timeout, after which it makes the decision based on the
verification received up to that moment.
Talasila et al. considered a waiting function linear in the number of veri-
fiers. The linear increase is due to the sequential establishment of Bluetooth
connections between the claimer and verifiers (i.e., they cannot be done in
parallel). Since such a connection takes about 1.2s, the authors defined the
waiting time w = number of verifiers * 2s, where 2s is an upper bound for the
Security Issues and Solutions 115

FIGURE 8.17
Coupon application on Android phone.

connection latency. However, this fixed waiting time could lead to long delays
in situations when there are many verifiers and one or two do not answer at
all. Therefore, the authors decided to adapt (i.e., reduce) this waiting time as
a function of the number of received verifications. Upon each received verifi-
cation, w = w * 4/5. The value of the reduction factor can be further tuned,
but so far it worked well in the experiments.
Once all the verification replies are received or the timeout expires, the
LCA processes the claim through the decision process algorithm. Finally, the
LCA informs the claimer and the LBS about its decision.
116 Mobile Crowdsensing

TABLE 8.5
Latency table for individual LINK tasks
Task Total time taken (s)
WiFi communication RTT 0.350
Bluetooth discovery 5.000
Bluetooth connection 1.200
Signing message 0.020
Verifying message 0.006

8.3.2.6 Experimental Evaluation


The main goals of these experiments are to understand the performance of
LINK in terms of end-to-end response latency and power consumption when
varying the number of claimers and verifiers. Additionally, Talasila et al. ran
micro-benchmarks to understand the cost of individual tasks in LINK.
The authors used six Motorola Droid 2 smartphones for running the exper-
iments [158]. The LCA and LBS server programs are deployed on Windows-
based DELL Latitude D820 laptops, having Intel Core 2 CPU at 2.16GHz
and 3.25GB RAM. Before starting the Coupon application, the smartphones’
WiFi interfaces are switched on. Additionally, the background LINK pro-
cesses that listen for incoming certification requests are started on each phone.

Measurements Methodology:
For latency, the roundtrip time of the entire LINK protocol (LINK
RTT) is measured in seconds at the claimer mobile’s coupon appli-
cation program. For battery consumption, Power Tutor [186], available
in the Android market, is used to collect power readings every sec-
ond. The log files generated by PowerTutor are parsed to extract the
CPU and WiFi power usage for the application’s process ID. Separate
tests are performed to benchmark the Bluetooth tasks as PowerTutor
does not provide the Bluetooth radio power usage in its logs. All val-
ues are measured by taking the average for 50 claims for each test case.

Micro-Benchmark Results:
In these experiments, the authors used just two phones, one claimer and
one verifier. Table 8.5 shows the latency breakdown for each individual task
in LINK. Bluetooth discovery and Bluetooth connection are the tasks that
took the major part of the response time. Note that the authors limited Blue-
tooth discovery to 5.12s, as explained in Section 8.3.2.5, to reduce the latency.
From these results, they estimated that LINK latency is around 7s for one
verifier; the latency increases linearly with the number of verifiers because the
Bluetooth connections are established sequentially.
Table 8.6 shows the energy consumption breakdown for each task in LINK.
The results show Bluetooth discovery consumes the most energy, while the
Security Issues and Solutions 117

TABLE 8.6
Energy consumption for individual LINK tasks
Task Energy
Consumed
(Joules)
WiFi communication RTT 0.100
Bluetooth discovery 5.428
Bluetooth connection (Claimer side) 0.320
Bluetooth connection (Verifier side) 0.017
Signing message 0.010
Verifying message 0.004

Bluetooth connection’s energy consumption will add up with the increase in


the number of verifiers per claim.
End-to-End Performance Results:
One claimer and different number of verifiers. Talasila et al. per-
formed this set of experiments to see whether the estimation of latency and
energy consumption based on the micro-benchmark results is correct. In these
experiments the authors measured the LINK RTT and the total energy con-
sumption at the claimer, while varying the number of verifiers. The results in
Figure 8.18 demonstrates that in terms of latency, the estimations are highly
accurate. In terms of power, the authors observed a linear increase in the
difference between the estimations and the measured values. The difference
becomes significant (>25%) for 5 verifiers. This difference could be explained
by the extra energy spent by Bluetooth to create and maintain Piconets with
a higher number of slaves.
The relevance of these results comes in the context of the two main ques-
tions the authors aimed to answer: (1) Can LINK work well in the presence
of mobility? and (2) Can LINK run on the phones without quickly exhausting
the battery?
If both the claimer and verifiers move at regular walking speed (1.2m/s),
then LINK RTT should be less than 8s to have any chance to establish Blue-
tooth connections before users move out of each other’s transmission range
(i.e., Bluetooth range is 10m). This bound is the worst-case scenario, and
LINK could barely provide a response with just one verifier. Of course, LINK
would perform better if not all users move or move in the same direction. A
simple solution to avoid this worst-case scenario is to make the claimer aware
that she should not walk while submitting claims. This is a reasonable re-
quirement because the claimer needs to interact with the phone to access the
LBS anyway. In such a case, the bound on RTT doubles to 16s, and LINK will
be able to establish connections with all verifiers (as shown in Figure 8.18).
Note that a Piconet is limited to 7 slaves, which limits the maximum RTT.
118 Mobile Crowdsensing

FIGURE 8.18
LINK RTT and total energy consumed by claimer per claim function of the
number of verifiers.

TABLE 8.7
Battery life for different WiFi and Bluetooth radio states
Bluetooth and Bluetooth off Bluetooth and
WiFi off and WiFi on WiFi on
Battery life 10Days 16Hrs 3Days 15Hrs 2Days 11Hrs

Finally, let us recall that LINK is robust to situations when verifiers run out
of the transmission range before the Bluetooth connection is established.
To understand LINK’s feasibility from an energy point of view (i.e., to
answer the second question posted above), Talasila et al. performed an analysis
to see how many claims and verifications a smartphone can execute before it
runs out of battery power. The total capacity of the Motorola Droid 2 battery
is 18.5KJ. Since LINK requires WiFi and Bluetooth to be on, the authors
first measured the effect of these wireless interfaces on the phone lifetime.
Table 8.7 shows the results for different interface states (without running any
applications). The authors observed that even when both are on all the time,
the lifetime is still over 2 days, which is acceptable (most users re-charge
their phones at night). The lifetime is even better in reality because Android
puts WiFi to sleep when there is no process running that uses WiFi (in the
experiments, the authors forced it to be on all the time).
Next, using this result, the authors estimated how many claims and veri-
fications LINK can do with the remaining phone energy:
Security Issues and Solutions 119

TABLE 8.8
Average RTT and energy consumption per claim for multi-claimer case vs.
single claimer case
Average RTT Energy consumed
(s) (Joules)
Multi-Claimer case 15.31 9.25
Single-Claimer case 8.60 7.04

Number of claims a phone can do until battery is exhausted = 2,701


Claims

Number of verifications a phone can do until battery is exhausted = 20,458


Verifications

These numbers demonstrate that a fully charged phone is capable of run-


ning LINK in real life with minimal impact on the overall battery consump-
tion.
LINK is designed to work for cellular (over 3G) as well, which uses less
battery power compared to WiFi [36]. In the experiments, Talasila et al. used
WiFi because the phones did not have cellular service plans. In general, LINK
will consume even less energy over the cellular network, but its RTT will
increase because 3G has typically higher latency than WiFi.
Simultaneous nearby claimers. The goal in this set of experiments is
to evaluate how much the RTT and the energy consumption increase when
phones act simultaneously as both claimer and verifier. Talasila et al. used
three phones that are in the Bluetooth transmission range of each other while
sending concurrent claims. For each claim, the other two phones act as veri-
fiers.
When multiple phones send claims simultaneously, hence perform Blue-
tooth discovery at the same time, the authors notice many situations when
only one or even no verifier was discovered. In total, only in 35% of the tests all
the verifiers were discovered. This behavior is mostly due to the well-known
Bluetooth inquiry clash problem [139]. An additional problem is the short-
ened discovery period (5.12s instead of 10.24s). While simultaneous claims in
the same transmission range are expected to be rare in practice, the authors
decided to provide a solution for this problem nevertheless.
Since LCA is aware of all the devices and their claims, it can successfully
predict and prevent the Bluetooth inquiry clash by instructing the claimers
on when to start their Bluetooth discovery. Practically, a claimer is delayed
(for 3s in the experiments) if another one just started a Bluetooth discovery.
The delay setting can be determined more dynamically by LCA at runtime
depending on factors such as the number of simultaneous claimers and the
number of surrounding verifiers in the region. Furthermore, claimers are al-
lowed to perform complete Bluetooth inquiry scans (10.24s).
Table 8.8 compares the RTT and energy consumption measured when
120 Mobile Crowdsensing

simultaneous claims are performed by three phones, with the values measured
for the case with one single claimer and two verifiers. With the new settings,
the claimers were able to discover all verifiers. However, as expected, this
robustness comes at the cost of higher latency (the energy consumption also
increases, but not as much as the latency). The good news is that the authors
expected all three claimers to be static according to the guidelines for LINK
claimers. Therefore, the increased latency should not impact the successful
completion of the protocol.

8.3.3 The SHIELD Scheme for Data Verification in Partici-


patory Sensing Systems
The openness of participatory sensing systems is a double edged-sword: On
the one hand, it allows a broad participation, but on the other hand it is
vulnerable to pollution attacks, in which malicious users submit faulty data
seeking to degrade or influence the output of the sensing system. Traditional
cryptographic techniques based on authentication, authorization, and access
control can prevent outsiders (i.e., external entities, not part of the sensing
campaign) from polluting the sensing task. However, such techniques are not
immediately effective against attacks from insiders, which are compromised
devices that have the necessary credentials to bypass the authentication mech-
anism and can pollute the sensed data.
Gidsakis et al. [76] propose SHIELD, a novel data verification framework
for participatory sensing systems that combines evidence handling (Dempster-
Shafer theory) and data-mining techniques to identify and filter out erroneous
(malicious) user contributions.
SHIELD considers four types of entities:
• Users: Each user has a mobile device and collects and reports sensory data
to the participatory sensing system; users can also query the system about
the results of the sensing tasks).
• Campaign administrators: These are the entities that initiate data collection
campaigns.
• Identity and credential management infrastructure: Handles user registra-
tion and provides authentication, authorization, and access control services.
• Reporting service (RS): Registered users use this service to send data and
query the results of a sensing task.
Compromised devices may try to send faulty data in order to pollute the
sensing task and can coordinate their efforts in doing so (i.e., attackers can
collude). The area of interest of a sensing task is divided into spatial units,
which are homogeneous areas with regard to the sensed phenomenon (e.g.,
road links; or bus or train lines). In other words, the sensed phenomenon does
not exhibit significant spatial variations in a spatial unit. Unlike some other
Security Issues and Solutions 121

prior work, SHIELD seeks to assess user-contributed information without prior


statistical descriptions or models of the data to be collected.
SHIELD can complement any security architecture. SHIELD handles avail-
able, contradicting evidence, classifies efficiently incoming reports, and effec-
tively separates and rejects those that are faulty. The system works in three
phases. In the first phase (bootstrapping), the user sensing reports for each
individual spatial unit are classified as non-faulty or faulty based on the other
sensing reports. In the second phase (region merging and training), neighbor-
ing spatial units that have similar empirical distributions of user reports are
merged into larger regions. Training is performed in these resulting regions.
The third phase (classification) uses supervised learning that uses the training
data from the previous phases in order to classify subsequent user reports.
Finally, we note that SHIELD assumes an identity infrastructure that is
not vulnerable to Sybil attacks [67]. Such protections can be achieved at an
additional cost [60, 75].

8.3.4 Data Liveness Validation


One application of crowdsensing is citizen journalism, in which regular citizens
use their mobile devices to take photos or record videos documenting various
events they are witnessing. In this context, it is important to establish the
quality of the videos, in order to prevent pollution from malicious users that
provide fake videos.
An important aspect when establishing the authenticity of citizen jour-
nalism videos is the problem of video “liveness” verification, which is about
determining whether the visual stream uploaded by a user has been captured
live on a mobile device, and has not been tampered with by a malicious user
attempting to game the system.
Rahman et al. [137] introduced Movee, a motion-sensor-based video live-
ness verification system. Movee requires that users install an application on
their devices, which will record a stream of data from the device’s inertial sen-
sor (e.g., accelerometer) in addition to the video stream. This leverages the
reality that many mobile devices are equipped with accelerometer sensors.
Movee exploits the fact that video frames and accelerometer data captured
simultaneously will be correlated, and that such a correlation will be diffi-
cult to fabricate and emulate by a malicious user. On the back end, a service
provider that receives the video and the accelerometer streams establishes the
authenticity of the video by checking if the two streams are consistent.
The system consists of four modules. The Video Motion Analysis module
uses video processing techniques on the video stream captured by the camera,
and produces a time-dependent motion vector. The Inertial Sensor Motion
Analysis module converts the data signal captured from the inertial sensor
into another time-dependent motion vector. A third module, the Similarity
Computation module, computes the similarity of these two motion vectors,
producing a set of features that summarize the nature of the similarity. Finally,
122 Mobile Crowdsensing

the Classification module runs a trained classifier on the features in order to


decide whether the two motion vectors are correlated.
Movee was designed to mitigate a wide range of attacks, including:

• Copy-paste attack: The adversary is using a man in the middle software to


record video and then outputs the result.
• Projection attack: The adversary points the camera of the mobile device to
the projection of a video and then outputs the result.
• Direction sync attack: The adversary infers the dominant motion direction
of a video and then uses the device to capture an acceleration sample that
encodes the same motion direction.
• Cluster attack: The adversary captures a dataset of videos and associated
sensor streams, uses a clustering algorithm to group the videos based on
their movement, selects a sensor stream from the cluster that is closest to
the target video, and then outputs that sensor stream together with the
target video.
• Replay attack: The adversary analyzes the target video and then uses a mo-
bile device to create a sensor stream that emulates the movements observed
in the target video.

Through extensive experiments, the authors shows that Movee can effi-
ciently differentiate fraudulent videos from genuine videos. The experiments
show that Movee achieves a detection accuracy that ranges between 68% and
93% on a Samsung Admire smartphone, and between 76% and 91% on a
Google Glass device.
The Movee system has several limitations. First, it is not transparent to
its users: The user is required to perform a verification step in the beginning
of shooting the video, during which the user needs to move the camera of
the device for 6 seconds in a certain direction. Second, Movee is vulnerable
to a “stitch” attack, in which the attacker creates a fraudulent video by first
live recording a genuine video and then pointing the camera to a pre-recorded
target video. These limitations are addressed by Rahman et al. [136], who
proposed Vamos, a Video Accreditation through Motion Signatures system.
Vamos provides liveness verifications for videos of arbitrary length, is resistant
to a wide range of attacks, and is completely transparent to the users; in
particular, it requires no special user interaction, nor change in user behavior.
To eliminate the initial verification step that was required in Movee, Vamos
uses the entire video and acceleration streams for verification purposes. Vamos
consists of a three-step process. First, it divides the input sample into equal
length chunks. Second, it classifies each chunk as either genuine or fraudulent.
Third, it combines the results of the second step with a suite of novel features
to produce a final decision for the original sample.
Vamos was validated based on two sets of videos: The first set consists of
Security Issues and Solutions 123

150 citizen journalism videos collected from YouTube; the second set consists
of 160 free-form videos collected from a user study. The experimental results
show that the classification performance depends on the video. This leads the
authors to conclude that the success rate of attacks against video liveness
depends on the type of motions encoded in the video. The authors propose
a general classification of videos captured on mobile devices, based on user
motion, camera motion, and distance to subject.
Other work in this space includes InformaCam [15], which provides mech-
anisms to ensure that the media was captured by a specific device at a certain
location and time. A limitation of InformaCam is that it is vulnerable to
projection attacks.

8.3.5 Truth Discovery


Users may contribute conflicting and noisy data in a crowdsensing system.
When such user-contributed data is aggregated, an important challenge is to
discover the true value of the contributed data. Methods such as voting or
averaging are not effective when the majority of users report false data. Ide-
ally, the crowdsensing system should be able to differentiate between reliable
and unreliable users. However, the degree of reliability of users is not known a
priori. Truth discovery methods [104, 105, 170] have been proposed to tackle
the challenge of discovering both true information and user reliability. Such
methods rely on the principle that reliable users tend to report true infor-
mation and truth should be reported by many reliable users. The common
principle shared by truth discovery mechanisms is that a particular user will
have higher weight if the data provided by the user is closer to the aggregated
results, and a particular user’s data will be counted more in the aggregation
procedure if this user has a higher weight.
Many truth discovery methods do not take into account correlations that
exist among sensed entities. For example, neighboring road segments may
share similar traffic conditions, and geographically close locations may share
similar weather conditions.
Meng et al. [116] propose a truth discovery framework for crowdsensing
of correlated entities. They consider a crowdsensing system in which users
collect information via smartphones about some entities from a correlated set
of entities, and provide this information to a central server. They formulate
the task of inferring user reliability and truths as an optimization problem,
in which the proposed objective function measures the differences between
the user-input observations and the unknown truths, and integrates users’
reliabilities as unknown weights.
It remains to be seen if truth discovery methods can handle more sophis-
ticated adversaries, who alternate between providing reliable and unreliable
data, or who collude with each other to coordinate their contributions and
attempt to defeat statistical-based techniques.
124 Mobile Crowdsensing

8.4 Conclusion
This chapter examined several security-related issues that may affect the qual-
ity of the data collected by mobile crowdsensing systems. We first presented
general reliability issues associated to sensed data. We then discussed solu-
tions to ensure the reliability and quality of the sensed data, such as the ILR,
LINK, and SHIELD schemes. Finally, we examined solutions to ensure data
liveness and truth discovery.
9
Privacy Concerns and Solutions

9.1 Introduction
The increase in user participation and the rich data collection associated with
it are beneficial for mobile crowdsensing systems. However, sensitive partic-
ipant information may be revealed in this process, such the daily routines,
social context, or location information. This raises privacy concerns, and de-
pending on the severity of the collected sensitive information, participants
may refuse to engage in sensing activities — a serious problem for mobile
crowdsensing systems. This chapter discusses potential solutions to the pri-
vacy issues introduced by mobile crowdsensing platforms.

9.2 Participant Privacy Issues


Many crowdsensing applications collect data from participants, which can
then be used to identify those individuals. Such data may include, for ex-
ample, different tastes and interests of a particular user, as well as location
data. It should be noted that opportunistic crowdsensing raises more privacy
concerns than participatory crowdsensing. This is because the users of appli-
cations using opportunistic crowdsensing are not in direct control of the data
they submit. For example, the GPS data automatically collected on smart-
phones simply tags a user’s location with other sensor data, but when this
location trace is aggregated in time based on the historical data, then other
user information can be inferred.
GPS sensor readings can be utilized to infer private information about
individual users, such as the routes they take during their daily commutes,
and their home and work locations. However, the daily commute GPS sensor
measurements can be shared within a larger community to obtain traffic con-
gestion levels in a given city. Therefore, it is important to preserve the privacy
of individuals, but at the same time enable mobile crowdsensing applications.

125
126 Mobile Crowdsensing

9.2.1 Anonymization
A popular approach for preserving privacy of the data is anonymization [153].
Anonymization can be used to remove the identifying information collected
by crowdsensing applications, but it raises two problems. Firstly, the mere
removal of identifying information like names and addresses from the data
cannot guarantee anonymity. For example, in cases where the crowdsensing
applications collect location data, the anonymization will not be able to pre-
vent the identification of individuals. The reason is that anonymized location
data will still show the frequently visited locations of a person, which in turn
may lead to the identification of that person. Secondly, in the context of data
anonymization, data utility and data privacy are conflicting goals. As a result,
the anonymization of data will enhance privacy protection, but decrease data
utility.

9.2.2 Encryption
The privacy of users’ personal data can be achieved by using encryption tech-
niques [183]. By encrypting data submitted by the users, unauthorized third
parties will not be able to use personal data, even if they acquire access to
the encrypted data. However, such cryptographic techniques may be compute-
intensive, which leads to increased energy consumption, and may not be scal-
able because they require the generation and maintenance of multiple keys.

9.2.3 Data Perturbation


Data perturbation [34] refers to adding noise to sensor data before it is sub-
mitted by the individuals. As a result of the perturbation, the data submitted
by individuals will not be identifiable. Nevertheless, such data would enable
good operation of crowdsensing applications.
One popular form of data perturbation is the micro-aggregation. The term
micro-aggregation refers to replacing a specific field with an aggregate or more
general value. The replacement of a ZIP code with the name of a province or
a state is a typical example of micro-aggregation. Micro-aggregation can be
operationally defined in terms of two steps, namely, partition and aggrega-
tion. Partition refers to partitioning the data set into several parts (groups,
clusters). The aggregation refers to replacement of each record in a part with
the average record.
Finally, we argue that the privacy is very user specific, as each individual
has a different perception of privacy. For example, one person may be willing
to share his or her location information continuously whereas another may
not. Thus, it is desirable to develop privacy techniques that address variation
in individual preferences. Furthermore, a generic framework for data pertur-
bation needs to be developed such that privacy and security can be achieved in
a generic setting independent of the nature of the data being shared. Hence,
Privacy Concerns and Solutions 127

the mobile crowdsensing systems have to find a way to protect the data of
individuals while at the same time enabling the operation of the sensing ap-
plications. We discuss in the following sections solutions proposed to address
the privacy concerns of participants.

9.3 Privacy-Preserving Architectures


Although many mobile crowdsensing systems have been proposed and built,
most lack an appropriate privacy component. The existing solutions discussed
in Chapter 8 introduce new issues. For example, one of the most important
problems is that of the quality of the information provided by the MCS system
to the end users. The problem is that, in order to protect the privacy of the
participants, most privacy-preserving mechanisms modify their real locations,
which makes the reported data as if it had been measured from a different
location, introducing noise or false information in the system and to the end
users. Another important problem is that of the energy consumption. Privacy-
preserving mechanisms consume extra energy and users are not willing to use
MCS applications if their batteries are drained considerably faster.

9.3.1 Hybrid Privacy-Preserving Mechanism


Vergara-Laurens et al. [167] proposed a hybrid privacy-preserving mechanism
for participatory sensing systems that combines anonymization, data obfus-
cation, and encryption techniques to increase the quality of information and
privacy protection without increasing the energy consumption in a significant
manner. A novel algorithm is proposed that dynamically changes the cell sizes
of the grid of the area of interest according to the variability of the variable of
interest being measured and chooses different privacy-preserving mechanisms
depending on the size of the cell. In small cells, where users can be identified
more easily, the algorithm uses encryption techniques to protect the privacy of
the users and increase the quality of the information, as the reported location
is the real location. On the other hand, anonymization and data obfuscation
techniques are used in bigger cells where the variability of the variable of in-
terest is low and therefore it is more important to protect the real location
(privacy) of the user.

9.3.1.1 System and Threat Model


The system architecture proposed by Vergara-Laurens et al. [167] comprises
four main entities: 1) mobile nodes to perform the sensing task, run the pri-
vacy mechanism, and transmit the data to the application server; 2) data
broker responsible for sending the list of points of interest to mobile nodes,
128 Mobile Crowdsensing

receiving the sensing reports, validating the mobiles’ signature, performing


the initial data aggregation, and forwarding the anonymized data to the ap-
plication server; 3) application server responsible for performing the inference
process and providing the information to the final users; and 4) points of in-
terest generator server responsible for dividing the target area into cells and
assigning locations to points of interest. This process is crucial in order to
guarantee data privacy and a good quality of information.
The threat model considers both internal and external adversaries. Adver-
saries can eavesdrop on the communication channel, and they can compromise
any system component, including the data broker, the application server, or
both.

9.3.1.2 Proposed Privacy Mechanism


The proposed privacy mechanism is a combination of the Points of Interest
(POI) mechanism [166] and the Double-encryption technique [87]. First, the
POI mechanism is designed to mask the real location of the participants us-
ing a set of pre-defined locations called points of interest. Each Voronoi space
defined for each POI is called a cell. Therefore, before reporting to the data
broker, the mobile device changes the actual location on the record for the
location of the closest POI. The main advantage of the POI mechanism is the
fact that there is no need to have a centralized entity knowing the actual lo-
cations of the participants. Besides, when the data broker receives the masked
data, it computes the average of the reported data from all the participants
in the same cell and reports only one record per cell to the application server.
Thus, this mechanism anonymizes the masked data, adding an extra layer of
privacy to the model. The main problem of this mechanism is the noise in-
troduced in the data as a consequence of changing the real locations of the
users.
The double-encryption scheme is designed to prevent the association be-
tween the participants and their records in the system without modifying the
actual data, consequently improving the quality of information provided to
the final user. The steps in this scheme are: First, the mobile device encrypts
the sensed data (Di ) using the public key of the application server producing
EncAS (Di ). The sensed data (Di ) holds the location reported by the user and
the sensor measurements. Second, EncAS (Di ) is encrypted using the public
key of the data broker, and a double-encrypted record (EncDB (EncAS (Di )))
is transmitted to the data broker. As the data broker and the application
servers are independently managed, the double-encryption mechanism makes
it more difficult for an adversary to obtain the necessary data to identify the
users. When the data broker receives the reported data, it decrypts those
records obtaining EncAS (Di ) only. Therefore, an adversary hacking the data
broker knows who sent the data but has no information about the data itself.
Finally, the data broker sends the encrypted record EncAS (Di ) to the appli-
cation server, where the record is de-encrypted to obtain the actual data Di.
Privacy Concerns and Solutions 129

In this case, only an adversary compromising the application server will know
the sense data but cannot link back to the participant who originated it.
Now the important question is when to use the POI or the double-
encryption mechanism? To answer this question, a POI determining algorithm
is designed that is used by the Points of Interest generator server to determine
which mechanism needs to be applied in each cell. Before going into the de-
tails of the algorithm, the reader needs to understand the inference techniques
applied on the sensed data to generate a Map of estimated values (MRt ) that
is used as the input to the POI determining algorithm.
Inference techniques are utilized in MCS systems to estimate the variables
of interest in those places where data are not available. Kriging [123] is one
of the most widely used techniques on spatio-temporal datasets. Kriging is
a BLUE (Best Linear Unbiased Estimator) interpolator. That means it is a
linear estimator that matches the correct expected value of the population
while minimizing the variance of the observations [77]. In inference stage, the
application server applies the Kriging technique, using the data reported by
the participants. The result of applying Kriging to the reported data is a Map
of estimated values (MRt ) for round Rt , for each point in the area of interest.
This map presents to the final user the values of the variables of interest over
the entire area. Then, based on the current MRt map, the Points of Interest
generator server runs the POI determining algorithm to define the new set of
points of interest and Voronoi spaces (or cells) for the next round Rt+1 .
The POI determining algorithm is the most important part of the new
hybrid mechanism. The main idea is to calculate the variability of the variable
of interest (e.g., pollution, temperature data) after each round and then change
the size of the cells according to it. If the measurements present very low
variability (measurements are within a small range of variation) inside a cell,
the cell will very likely remain of the same size and the mobile device selects
the Points of Interest mechanism to obfuscate the data, i.e., the users will
send the reports using the location of the POI of their respective cells. On
the other hand, if the variable of interest presents high variability (e.g., very
different pollution or temperature values in different zones of the same cell),
the algorithm will find those zones with different values and create new cells.
If these new cells are smaller than a minimum cell size Smin , the mobile
device selects the double-encryption technique to encrypt the data because
otherwise the user might be recognized considerably more easily (the user will
be confined to a smaller area). In this manner, when the mechanism obfuscates
the data, it protects the privacy of the user more and saves energy, and when
it encrypts the data, it provides more accurate information about the variable
of interest but it spends more energy.

9.3.2 SPPEAR Architecture


Gisdakis et al. [75] propose a secure and accountable MCS system that pre-
serves user privacy and enables the provision of incentives to the participants.
130 Mobile Crowdsensing

At the same time, they are after an MCS system that is resilient to abusive
users and guarantees privacy protection even against multiple misbehaving
MCS entities (servers). They address these seemingly contradicting require-
ments with the SPPEAR architecture — Security & Privacy-Preserving Ar-
chitecture for Participatory-Sensing Applications.

9.3.2.1 System Model


The proposed SPPEAR architecture consists of the following main compo-
nents: 1) Task Service Providers who initiate data-collection campaigns, defin-
ing the scope and the domain of the sensing tasks (e.g., estimation of traffic
congestion from 8 to 10am). 2) Users who carry mobile devices (e.g., smart-
phones, tablets, smart vehicles) equipped with embedded sensors. Mobile de-
vices collect sensory data and report them to the MCS infrastructure. Ad-
ditionally, involved participants can also query the results of a sensing task.
3) Group Manager (GM), which is responsible for the registration of user de-
vices, issuing anonymous credentials to them. Furthermore, the Group Man-
ager authorizes the participation of devices in various tasks in an oblivious
manner, using authorization tokens. 4) Identity Provider (IdP), which offers
identity and credential management services (e.g., user authentication and ac-
cess control, among others) to the MCS system. 5) Pseudonym Certification
Authority (PCA), which provides anonymized ephemeral credentials, termed
pseudonyms, to the devices; they are used to cryptographically protect (i.e.,
ensure the integrity and the authenticity of) the submitted samples, or to
authenticate devices querying the results of the sensing task. To achieve un-
linkability, devices obtain multiple pseudonyms from the PCA. 6) Sample
Aggregation Service (SAS), which is responsible for storing and processing
the collected data submitted by the user devices. For each authentic sub-
mitted sample, the SAS issues a receipt to the device, which later submits
it to claim credits for the sensing task. The SAS exposes interfaces that en-
able any authenticated and authorized user to query for the results of sensing
tasks/campaigns. 7) Resolution Authority (RA), which is responsible for the
revocation of the anonymity of offending devices (e.g., devices that disrupt
the system or pollute the data collection process).
The adversaries considered in this system are three types: external, internal
adversaries, and misbehaving infrastructure components.

External adversaries: External adversaries are entities without an associ-


ation to the MCS system, and therefore, they have limited disruptive capa-
bilities. They can eavesdrop communications (to gather information on task
participation and user activities). They might manipulate the data collec-
tion process by submitting unauthorized samples or replaying the ones of
benign users. They can also target the availability of the system by launch-
ing jamming and D(D)oS attacks. The latter attacks are beyond the system
scope and, therefore, the system relies on the network operators (e.g., ISPs)
for their mitigation.
Privacy Concerns and Solutions 131

Internal adversaries: Internal adversaries can be users or MCS system en-


tities that exhibit malicious behavior. Users, or their compromised devices,
might contribute faulty measurements or attempt to impersonate other en-
tities and pose with multiple identities (i.e., acting as a Sybil entity). More-
over, adversarial users could try to exploit the incentive mechanisms in an
attempt to increase their utility (e.g., coupons, rewards, quotas, receipts) ei-
ther without offering the required contributions (i.e., not complying with the
requirements of the task) or by double-spending already redeemed quotas.

Misbehaving infrastructure components: The components such as: (a)


fully compromised entities that exhibit arbitrary malicious behavior, (b)
honest-but-curious entities executing the protocols correctly but curious to
learn private user data, and (c) colluding entities, collectively trying to harm
user privacy.

9.3.2.2 System Overview


The system process starts at the Task Service (TS), which generates sensing
tasks and campaigns. Each task is associated with the number of credits, C,
that users shall receive from the TS for their participation, as long as they
submit at least n reports to the Sample Aggregation Service (SAS). The (C,
n) parameters are included in the task description. Once ready, the TS in-
form the Group Manager (GM) about the newly generated task. Then, the
GM initializes a group signature scheme that allows each participant (Pi ) to
anonymously authenticate herself with a private key (gski ). The GM pushes
the group public key to the Identity Provider (IdP) responsible for authenti-
cating users.
The GM publishes a list of active tasks that users regularly retrieve in
order to select the ones they want to contribute to. The task description can
be done with the use of task-specific languages similar to AnonyTL [148]. If a
user is willing to participate in a task, she authorizes her device to obtain the
group credentials (i.e., gski ) and an authorization token from the GM. Then,
the device initiates the authentication protocol with the IdP and it obtains
pseudonyms from the Pseudonym Certification Authority (PCA). With these
pseudonyms the device can (anonymously) authenticate the samples it submits
to the SAS (and receive a credit receipt for each of them) or get authenticated
to query the task results (Section 6.4). Finally, the device presents n receipts
to the TS to receive the task credits. In this fashion, SPPEAR enables the
provision of incentives in a privacy-preserving manner, which is a catalyst for
user participation.

9.3.3 Privacy-Preserving Truth Discovery


Users may provide noisy, conflicting, or faulty data to a crowdsensing sys-
tem. As described in Chapter 8, truth discovery methods seek to improve
the aggregation accuracy by discovering truthful facts from unreliable user
132 Mobile Crowdsensing

information. However, truth discovery approaches fail to take into account


user privacy. Sensitive individual user data such as health data or location
information may be revealed, which may have serious privacy consequences.
To address this issue, Miao et al. [117] propose a cloud-enabled privacy-
preserving truth discovery (PPTD) framework. The framework uses homomor-
phic encryption, more precisely the threshold variant of the Paillier cryptosys-
tem [58]. In the proposed PPTD framework, each participating user sends to
a central server the encrypted summation of distances between his own obser-
vation values and the estimated aggregated values. The server then updates
users’ weights in encrypted form and sends the updated weight to each user.
Each user then uses the received encrypted weight to calculate the ciphertexts
of weighted data. The server can estimate the final results based on the ci-
phertexts received from users. Thus, this framework can accurately calculate
the final aggregated results while protecting both the privacy of user data and
the user weights.

9.3.4 Other Solutions


AnonySense [148] is a general-purpose framework for secure and privacy-
preserving tasking and reporting. Reports are submitted through wireless ac-
cess points, while leveraging Mix Networks [51] to de-associate the submitted
data from their origin. However, the way it employs the short group signa-
tures scheme defined in [40], for the cryptographic protection of submitted
reports, makes it vulnerable to sybil attacks. Although AnonySense can evict
malicious users, filtering out their past and faulty contributions requires the
de-anonymization of benign reports; besides being a costly operation, this pro-
cess violates the anonymity of legitimate participants. Misbehavior detection
is a lengthy process that may occur even at the end of the sensing task when
all contributions are available (e.g., by detecting outliers).
There are other solutions such as group signature schemes, which can
prevent anonymity misuse by limiting the rate of user authentications (and,
hence, the samples they submit), to a predefined threshold (k) for a given time
interval [43]. Exceeding this is considered misbehavior and results in user de-
anonymization and revocation. However, this technique cannot capture other
types of misbehavior, i.e., when malicious users/devices pollute the data col-
lection process by submitting (k - 1) faulty samples within a time interval.
Such user misbehavior in the system and anonymity abuse can be prevented
by leveraging authorization tokens and pseudonyms with non-overlapping va-
lidity periods similar to techniques used in the SPPEAR architecture [75].
PRISM [59] focuses on the secure deployment of sensing applications and
does not consider privacy. It follows the push model for distributing tasks to
nodes: service providers disseminate applications to mobile devices (according
to criteria such as their location). This approach enables timely and scalable
application deployment, but from a security perspective it harms user privacy
since service providers have knowledge of the device locations. To protect
Privacy Concerns and Solutions 133

the privacy of the parties querying mobile nodes, PEPPeR [65] decouples the
process of node discovery from the access control mechanisms used to query
these nodes.
PEPSI [60] is a centralized solution that provides privacy to data queriers
and, at the same time, prevents unauthorized entities from querying the
results of sensing tasks. However, PEPSI does not consider accountability
and privacy-preserving incentive mechanisms and it does not ensure privacy
against cellular Internet Service Providers (ISPs).

9.4 Privacy-Aware Incentives


The large-scale deployment of mobile crowdsensing applications is mostly hin-
dered by the lack of incentives for users to participate and the concerns about
possible privacy leakage. For instance, to monitor the propagation of a new
flu, a server will collect information on who has been infected by this flu.
However, a patient may not want to provide such information if she is not
sure whether the information will be abused by the server.

9.4.1 Privacy-Aware Incentive Schemes


Li and Cao [106] propose two privacy-aware incentive schemes for mobile
sensing to promote user participation. These schemes allow each mobile user to
earn credits by contributing data without leaking which data was contributed.
At the same time, the schemes ensure that dishonest users cannot abuse the
system to earn an unlimited amount of credits. The first scheme considers
scenarios where a trusted third party (TTP) is available. It relies on the TTP
to protect user privacy, and thus has very low computation and storage cost
at each mobile user. The second scheme removes the assumption of TTP and
applies blind signature and commitment techniques to protect user privacy.
The privacy-aware incentive scheme works as follows: First, to achieve the
incentive goal that each participant can earn at most c credits from each task,
the approach used in the scheme satisfies three conditions:

1. Each participant can accept a task at most once.


2. The participant can submit at most one report for each accepted
task.
3. The participant can earn c credits from a report.
To satisfy the first condition, the basic idea is to issue one request token
for each task to each participant. The participant consumes the token when
it accepts the task. Since it does not have more tokens for the task, it cannot
accept the task again. Similarly, to satisfy the second condition, each partici-
134 Mobile Crowdsensing

pant will be given one report token for each task. It consumes the token when
it submits a report for the task and thus cannot submit more reports. To
satisfy the last condition, when the service provider receives a report, it issues
pseudo-credits to the reporting participant, which can be transformed to c
credit tokens. The participant will deposit these tokens to its credit account.
Second, to achieve the privacy goals, all tokens are constructed in a privacy-
preserving way, such that a request (report) token cannot be linked to a par-
ticipant and a credit token cannot be linked to the task and report from which
the token is earned.
Therefore, the scheme precomputes privacy-preserving tokens for partic-
ipants, which are used to process future tasks. To ensure that participants
will use the tokens appropriately in the smartphones (i.e., they will not abuse
the tokens), commitments to the tokens are also precomputed such that each
request (report) token is committed to a specific task and each credit token
is committed to a specific participant’s smartphone.

9.4.2 Other Schemes


Several schemes [148, 60, 55] have been proposed to protect user privacy in
mobile crowdsensing, but they do not provide incentives for users to par-
ticipate. Yang et al. [181] designed incentives based on gaming and auction
theories, but they did not consider privacy. Although incentive and privacy
have been addressed separately in mobile crowdsensing, it is still a major is-
sue to address them simultaneously. SPPEAR [75] is one such system that
preserves user privacy, and enables the provision of incentives to the partici-
pants. Privacy-aware incentives designed for other applications (e.g., publish–
subscribe systems) [95] cannot be directly applied here since they do not
consider the requirements of mobile sensing.

9.5 Location and Context Privacy


Location privacy is an important concern in mobile crowdsensing applica-
tions, where users can both contribute valuable information (data reporting)
as well as retrieve (location dependent) information (query) regarding their
surroundings. Privacy concern arises mainly in the query process, where a
user sends location-sensitive queries regarding his surroundings (e.g., “where
is the closest pub?”). The location privacy mainly concerns two objectives:
hide user locations, and hide user identities, which avoids association of users
with their activities (e.g., “who is requesting the nearest pub?”).
Privacy Concerns and Solutions 135

9.5.1 Solutions Based on K-Anonymity


K-anonymity [153] is an important measure for privacy to prevent the disclo-
sure of personal data. A table satisfies K-anonymity if every record in the table
is indistinguishable from at least K − 1 other records with respect to every set
of quasi-identifier attributes. In the context of location privacy, the location
attribute can be viewed as a quasi-identifier. K-anonymous location privacy
thus implies that the user’s location is indistinguishable from at least K − 1
other users. To achieve K-anonymous location privacy, one common approach
is to incorporate a trust server, called the anonymizer, who is responsible for
removing the user’s ID and selecting an anonymizing spatial region (ASR)
containing the user and at least K − 1 users in the vicinity.
Another purpose of ASR is to reduce the communication cost between the
anonymizer and the service provider, and the processing time at the service
provider side. This process is also called “cloaking” as it constructs a spatial
cloak around the user’s actual location. The anonymizer forwards the ASR
along with the query to the (untrusted) location-based service (LBS), which
processes the query and returns to the anonymizer a set of candidate points
of interests (POIs). The anonymizer removes the false hits and forwards the
actual result to the user.
In achieving K-anonymous location privacy, it is crucial to devise quality
spatial cloaks at the anonymizer and efficient searching algorithms at the LBS.
Intuitively, the cloaks produced should be locality-preserving, close to the user
location, and small in size, since both the computational complexity of the
search algorithms and the number of POIs returned increases with the size
of the cloak. Vu et al. [169] propose a mechanism based on locality-sensitive
hashing (LSH) to partition user locations into groups, each containing at least
K users (called spatial cloaks). The mechanism is shown to preserve both
locality and K-anonymity.

9.5.2 Other Solutions


The location privacy solutions broadly fall into two categories: user-side ap-
proaches and approaches that require a trusted server. In the first category,
users anonymize their location-based queries by adding noise to the location
attributes or generating multiple decoys at different locations. One such ap-
proach is called SpaceTwist [184]. In SpaceTwist, starting with a location
different from the user’s actual location, the nearest neighbors are retrieved
incrementally until the query is answered correctly. The uncertainty of the
user location is roughly the distance from the initial location to the user’s ac-
tual location. SpaceTwist requires implementation of incremental k-NN query
on the server sides. Furthermore, it does not guarantee K-anonymity if the
resulting uncertain area contains less than K − 1 other users.
In the second category, with a trusted anonymizer, more sophisticated
spatial cloaking mechanisms can be devised. In Casper [122], the anonymizer
136 Mobile Crowdsensing

maintains the locations of the clients using a pyramid data structure, similar
to a quad-tree. Upon reception of a query, the anonymizer first hashes the
user’s location to the leaf node and then moves up the tree if necessary until
enough neighbors are included. Hilbert cloaking [98] uses the Hilbert space
filling to map 2-D space into 1-D values. These values are then indexed by an
annotated B+-tree, which supports efficient search by value or by rank (i.e.,
position in the 1-D sorted list). The algorithm partitions the 1-D sorted list
into groups of K users. Hilbert cloaks, though achieving K-anonymity, do not
always preserve locality, which leads to large cloak size and high server-side
complexity. Recognizing that Casper does not provide K-anonymity, Ghinita
et al. [73] proposed a framework for implementing reciprocal algorithms using
any existing spatial index on the user locations. Once the anonymous set
(AS) is determined, the cloak region can be represented by rectangles, disks,
or simply the AS itself.
In another solution [102], the authors proposed that the way to protect
the location privacy of these mobile users is through the use of cloud-based
agents, which obfuscate user location and enforce the sharing practices of
their owners. The cloud agents organize themselves in to a quadtree that
enables queriers to directly contact the mobile users in the area of interest
and, based on their own criteria, select the ones to get sensing data from. The
tree is kept in a decentralized manner, stored and maintained by the mobile
agents themselves, thus avoiding the bottlenecks and the privacy implications
of centralized approaches.
The authors in [72] use balanced trees to enforce k-anonymity in the spatial
domain and conceal user locations. The emphasis here is on users issuing
location-based queries as in the case, for example, where a user asks for all
hospitals close to its current location. As these queries may compromise user
privacy, the use of trees is necessitated by the need to partition the geometric
space and answer quickly queries about the location of other users in order
to guarantee k-anonymity. In the solution [102], however, the users want to
hide their location from a querier who is asking for data provided by the
users. Through an appropriate decomposition of the space that is maintained
in a distributed quad tree, as opposed to previous approaches which assume
a centralized anonymizer, the users can easily obfuscate their exact location
according to their own privacy preferences, without relying on other users as
in the k-anonymity approaches.

9.5.3 Application: Trace-Hiding Map Generation


Digital maps (e.g., Google Maps) are generated using satellite imagery and
street-level information. They are widely used, but they do not always reflect
the most up-to-date map information, especially in areas where cities are
often undergoing constructions and renovations. Participatory sensing can be
used as an effective mechanism to obtain more accurate and current map
information. Typically, if participants contribute their entire trace information
Privacy Concerns and Solutions 137

(with GPS data) to a central map-generation server, the server is able to


generate a high-quality map. Obviously, revealing one’s entire location trace
may raise serious privacy concerns.
Chen et al. [52] propose PMG, a privacy-preserving map generation
scheme, in which participants selectively choose, reshuffle, and upload only
a few locations from their traces, instead of their entire trace. The final map
is then generated by the server from a set of unorganized points. The proposed
scheme needs to overcome three main challenges:

1. Given a set of data points provided by individual users, preserve


the privacy of each user’s trace.
2. Generate a high-quality map using the unorganized collection of
reported points.
3. Design a map generation scheme that is robust to noisy data such
as GPS errors.
To tackle the first challenge, users employ two techniques. Each user shuf-
fles the points from her trace before providing the data to the server in order
to break the temporal correlation between the reported points. Each user also
limits the number of points reported from a region during a fixed time window.
The degree of privacy leakage is a function of the number of reported loca-
tions. The goal is to achieve trace privacy, i.e., the server should not be able
to (uniquely or approximately) recover the trace from the reported points.
The second challenge is tackled using curve reconstruction techniques from
computational geometry. The system can guarantee that when the set of points
reported by all participants reaches a certain threshold, the quality of the
generated map is assured.
Regarding the third challenge, the task of generating a map is made dif-
ficult by several factors. The sensed GPS data has errors, as GPS readings
typically have errors of at least 10 meters. Moreover, the sampled locations
are sparse due to the fact that participants only provide a limited number of
points in order to preserve the privacy of their traces. The proposed scheme
addresses these by filtering GPS data to remove all potential unreliable data
and by requesting sufficiently dense samples and carefully clustering the re-
ported sample points. A critical component of the map generation procedure
is to query the crowd for points that will produce the best map under a set
of constraints on individual location privacy exposure. This is an NP-hard
problem, which is solved by the PMG system using a simple heuristic that is
shown to provide a solution within a constant factor of the optimum.

9.5.4 Context Privacy


Context-aware applications offer personalized services based on the operat-
ing conditions of smartphone users and their surrounding environments. Such
applications use sensors such as GPS, accelerometer, proximity sensors, and
138 Mobile Crowdsensing

microphone to infer the context of the smartphone user. Many such applica-
tions aggressively collect sensing data, but do not offer users clear statements
on how the collected data will be used.
Approaches designed to provide location privacy will not protect the users’
context privacy due to the dynamics of user behaviors and temporal corre-
lations between contexts. For example, consider a context-aware application
that learns that a user follows a typical trajectory, i.e., the user goes to a
coffee shop and then goes to a hospital. If the user discloses that she is at
the coffee shop (i.e., a non-sensitive context), this may reveal that the user is
likely to go to the hospital next (i.e., a sensitive context).
MaskIt [78] protects the context privacy against an adversary whose strat-
egy is fixed and does not change over time. Such an adversarial model only
captures offline attacks, in which the attacker analyzes a user’s fixed personal
information and preferences.
Wang and Zhang [172] consider stronger adversaries, whose strategy adapts
in time depending on the user’s context. For example, a context-aware appli-
cation may sell users’ sensing data, and unscrupulous advertisers may push
context-related ads to users. The adversary is able to obtain the released sens-
ing data at the time when an untrusted application accesses the data. The
adversary can only retrieve a limited amount of data due to computational
constraints or limited bandwidth. As a result, the adversary can adaptively
choose different subsets of sensors to maximize its long-term utility. All of this
is captured in modeling a strategic adversary, i.e., a malicious adversary that
seeks to minimize users’ utility through a series of strategic attacks.
The overall goal of the authors is to find the optimal defense strategy
for users to preserve privacy over a series of correlated contexts. As the user
and the adversary have opposite objectives, their dynamic interactions can
be modeled as a zero-sum game. Moreover, since the context keeps changing
over time and both the user and the adversary perform different actions at
different times, the zero-sum game is in a stochastic setting.
The authors model the strategic and dynamic competition between a
smartphone user and a malicious adversary as a zero-sum stochastic game,
where the user preserves context-based service quality and context privacy
against strategic adversaries. The user’s action is to control the released data
granularity of each sensor used by context-aware applications in a long-term
defense against the adversary, while the adversary’s action is to select which
sensing data as the source for attacks. The user’s optimal defense strategy is
obtained at a Nash Equilibrium point of this zero-sum game.
The efficiency of the algorithm proposed by the authors to find the optimal
defense strategy was validated on smartphone context traces from 94 users.
The evaluation results can provide some guidance in the design of future
context privacy-preserving schemes.
Privacy Concerns and Solutions 139

9.6 Anonymous Reputation and Trust


In participatory sensing systems, ensuring the anonymity of participants is
at odds with establishing the trustworthiness of the sensed data. Achieving
the right balance between these two is a major challenge. Anonymity is de-
sirable because in participatory sensing, the participants share sensed data
tagged with spatio-temporal information, which can reveal sensitive personal
details about the participants, such as user identity, personal activities, polit-
ical views, or health status. Data trustworthiness is necessary because partic-
ipants can easily provide falsified or unreliable data.
ARTSense [173] is a framework that tries to solve the problem of “trust
without identity” in participatory sensing systems. ARTSense assumes that
participants submit data through an anonymous network, such as Onion Rout-
ing and Mix networks. It also assumes that spatial and temporal cloaking are
used at the application level in order to prevent immediate identification of
participants.
ARTSense follows the general model for participatory sensing systems, and
assumes a central server that receives sensing reports from participants, ana-
lyzes them, and makes them available to data consumers. The server maintains
an anonymous reputation system for participants. The server establishes the
trustworthiness of a sensing report based on two types of provenance. One is
user provenance, which contains a reputation certificate issued by the server.
The other is contextual provenance, in which the server compares the infor-
mation in this report (e.g., location and time) to other reports and assigns a
trust value to this report. The server then issues a blinded reputation feedback
coupon to the user. The user unblinds the feedback coupon and redeems it
with the server, which leads to an update in the user’s reputation.

9.7 Conclusion
In this chapter, we discussed privacy issues associated with mobile crowd-
sensing and reviewed several solutions to address them. We first discussed
the privacy-preserving architectures based on their system model and adver-
sary setup. Subsequently, we presented privacy-aware incentives, which are
crucial to maintain enough participation in mobile crowdsensing. Finally, we
discussed solutions for location and context-specific privacy, and for anony-
mous reputation management. All of these provide privacy assurances to the
participants of mobile crowdsensing systems.
10
Conclusions and Future Directions

10.1 Conclusions
The three components of the ubiquitous computing vision are computing,
wireless communication, and wireless sensing. With the widespread use of
smartphones, computing and wireless communication are on their way to
achieving ubiquity. Wireless sensing has been a niche technology until very re-
cently. However, this situation is changing. Encouraged by the ever-expanding
ecosystem of sensors embedded in mobile devices and context-aware mobile
apps, we believe that our society is on the verge of achieving ubiquitous sens-
ing, and mobile crowdsensing is the enabling technology. In the very near
future, crowdsensing is expected to enable many new and useful services for
society in areas such as transportation, healthcare, and environment protec-
tion.
The main outcome of this book will hopefully be to set the course for mass
adoption of mobile crowdsensing. Throughout the book, we have systemati-
cally explored the state of the art in mobile crowdsensing and have identified
its benefits and challenges. The main advantages of this new technology are
its cost-effectiveness at scale and its flexibility to tailor sensing accuracy to
the needs and budget of clients (people or organizations) collecting the data.
The current crowdsensing systems and platforms have already proved these
benefits.

10.2 Future Directions


As described in this this book, there are sound solutions for each of the indi-
vidual challenges faced by mobile crowdsensing: incentives, privacy, security,
and resource management at the mobile devices. The only exception is data
reliability, for which we need to expand the current solutions based on loca-
tion and co-location authentication to solutions that can tell whether the data
itself is valid. The remaining challenges faced by mobile crowdsensing lie at
the intersection of incentives, privacy, security, and resource management. For
example, how can we provide participant anonymity and authenticate their

141
142 Mobile Crowdsensing

location at the same time? Or how can we balance incentives and resource
management when multiple clients attempt to collect data from the same set
of participants? New protocols and algorithms will need to be designed and
implemented to solve these types of questions.
A different type of remaining challenge is the relation between global sens-
ing tasks, as seen by clients, and the individual sensing tasks executed by par-
ticipants. Issues such as global task specification, global task decomposition,
and individual task scheduling and fault tolerance will need to be investigated
in order to allow clients to execute more complex global sensing tasks. For ex-
ample, in an emergency situation, an application may need access to multiple
types of sensors, and these types are defined as a function of region and time.
Furthermore, the application should be allowed to specify the desired sensing
density, sensing accuracy, or fault tolerance.
In the next 5 to 10 years, we expect smart cities to fully incorporate crowd-
sensing in their infrastructure management systems. In addition, we believe
that crowdsensing and the Internet of Things will complement each other
in sensing the physical world. Furthermore, public cloud and cloudlets de-
ployed at the edge of the networks are expected to make crowdsensing and
the Internet of Things more effective and efficient. Substantial research and
development is needed to take advantage of this infrastructure, which incor-
porates mobility, sensing, and the cloud. Nevertheless, we are optimistic and
fully expect to see complex applications and services running over this type
of infrastructure during the next decade.
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Index

accelerometer, 10, 43 battery consumption, 16


achievements, 76 battery life, 62
active players, 73 battery usage, 61
activity recognition, 15 BikeNet, 31
additive increase, 108 Biketastic, 65
adversarial model, 86 BioGame, 32
aggregation, 123 Bluetooth, 35
aliens, 70 Bluetooth discovery, 112
Amazon’s MTurk, 27 Bluetooth inquiry clash, 119
ambient light sensor, 11 Bluetooth inquiry scans, 119
Android, 71 Bluetooth listener, 112
anonymization, 126 Bluetooth radio, 44
anonymizer, 135 Bluetooth scans, 84
anonymous credentials, 130 Bluetooth transmission, 113
anonymous set, 136 Bluetooth/Wi-Fi radios, 61
AnonySense, 52 bootstrapping, 121
AnonyTL, 131 bottleneck, 63
Apple’s iOS APIs, 14 BroadcastReceiver, 43
approximation ratio, 68 BudBurst, 32
architecture of McSense, 41
area coverage, 67 Casper, 135
artificial intelligence, 33 cellular network, 119
ARTsense, 139 CenceMe, 37
assignment algorithm, 59 Central Game Server, 70
attendance policy, 59 certification-reply, 93
auction based, 62 certification-request, 93
auctions, 68 challenges, 55
authenticity, 90 cheating, 81
automated sensing task, 44 citizen journalism, 27, 36
Automated tasks, 43 citywide traffic, 63
average price, 76 cloaking, 136
cloud computing, 50
background service, 43 cloud platform, 49
barcode, 66 cloudlets, 142
barometer, 11 cluster attack, 122
barometric pressure sensor, 72 co-located people, 83
basic LINK operation, 92 co-located users, 89

161
162 Index

collective intelligence, 19 decision making process, 102


colluding attack, 83 demographics, 78
colluding attackers, 105 Department of Transportation, 79
colluding users verification, 95 design principles, 57
colluding verifier punishment, 108 detect malicious claims, 110
colluding verifiers, 99 DietSense, 31
collusion, 95 digital signature, 92
collusion detection, 109 direction sync attack, 122
compensation, 62 double-encryption mechanism, 128
Complete Task, 43 double-encryption technique, 128
complex functions, 98 duplicate requests, 103
computationally expensive, 77
computer vision, 30 Ebay, 101
computer vision techniques, 85 effectiveness, 77
congestion avoidance, 34 efficiency, 67
context-aware applications, 137 emergency management, 63
contextual provenance, 139 EmotionSense, 38
copy-paste attack, 122 encryption, 126
correlation, 80 energy consumed, 61
correlations, 63 energy-efficient, 62
cost effective solution, 76 environmental, 28
Coupon LBS, 111 environmental pollution, 16
coverage progress, 72 experiments, 87, 115
credit account, 134 external adversaries, 130
CreekWatch, 29 external sensors, 12
crowdsourced game, 32
crowdsourced software engineering, fake photos, 80
22 false claims, 104
crowdsourcing, 19 false data, 82
crowdsourcing platforms, 23 false location claims, 88
CrowdTasker, 64 false positive rate, 107
cryptographic, 105 fault tolerance, 142
curve reconstruction, 137 field study, 44
frequent visitors, 81
D(D)oS attacks, 130 fully compromised entities, 131
Darwin, 37
data broker, 127 game incentive technique, 69
data collection, 125 game levels, 76
data integrity, 66 gamification techniques, 65
gaming, 74
data mining techniques, 56
data perturbation, 126 gaming approach, 78
data points, 85 general architecture, 55
data quality, 76 general principles, 57
data reliability, 16, 77, 79 geo-tagged media, 66
de-anonymization, 132 Glassfish Application Server, 58, 71
Google Maps, 136
Index 163

Google Play Game Services, 71 LiveCompare, 31, 66


Google’s Android APIs, 13 locality-sensitive hashing, 135
GPS, 35 localization systems, 90
GPS sensor readings, 125 location accuracy, 91
greedy online algorithm, 63 location privacy, 105, 134
ground truth, 85 location trust, 84
gyroscope, 11 location-dependent, 63
low node densities, 90
Hadoop, 91
healthcare, 34 machine learning, 56
Healthcare & Wellbeing, 34 mafia fraud, 91, 104
healthcare applications, 9 magnetometer, 10
high trust scores, 90 malicious behavior, 79, 101
historical data, 93 malicious claimers, 97, 107
homogeneous areas, 120 malicious providers, 83
hybrid privacy-preserving malicious users, 81
mechanism, 127 malicious verifications, 108
manual tasks, 43, 45
ILR, 83 manual validation, 84
image recognition, 85 marketing/advertising, 15
in-game incentives, 74 MaskIt, 138
incentive costs, 59 McSense, 41
incentive mechanism, 62 McSense task prediction, 59
incentive mechanisms, 68 MedBox, 47
incentives, 16, 67 MedScript, 46
indoor localization, 39 Medusa, 45
indoors, 71 memcached, 91
inference techniques, 129 micro-aggregation, 126
InformaCam, 123 micro-payments, 67
infrastructure, 30 Microsoft Research’s Nericell, 30
infrastructure support, 83 Microsoft’s Windows Mobile APIs,
initial trust score, 92 14
Internet Service Providers, 133 min–max aggregate, 62
interpreter, 47 minimum node degree, 83
MIT’s CarTel, 30
Jigsaw, 39 MobGeoSen, 29
mobile application, 9
K-anonymity, 135
mobile crowdsensing, 33
Kriging, 129
mobile crowdsourcing, 27
latency, 117 mobile cyber-physical system, 49
LCA algorithm, 98 mobile game study, 76
leaderboard, 76 Mobile Millennium, 30
legitimate users, 98, 101 mobile sensing, 134
LINK claimers, 120 mobility patterns, 106
LINK protocol, 116 mobility traces, 77
164 Index

monetary incentives, 46, 65 pollution sensors, 79


motion sensors, 10 position sensors, 10
Motion Signatures, 122 power-law distribution, 73
Movee, 121 PowerTutor, 116
MoVi, 36 pricing influences, 76
multiplicative decrease, 107 pricing scheme, 69
privacy, 17
Nash Equilibrium, 138 privacy concerns, 125
neighbors, 107 privacy issues, 55
network usage, 44 privacy-preserving mechanisms, 127
New sensing tasks, 42 projection attack, 122
node densities, 88 prototype, 57
node discovery, 133 prototypes, 55
NoiseTube, 29 proximity sensor, 11
non-scalable, 56 pseudo-code, 92, 98
NP hard, 63 Pseudonym Certification Authority,
NP-hard problem, 137 131
pseudonyms, 132
observations, 60, 74 public sensing, 27
OCR algorithms, 66
one-size fits all, 75 quadtree, 136
Onion Routing, 139 quality control, 25
opportunistic sensing, 37 quasi-identifier, 135
overall battery consumption, 119
radiation sensor, 11
Paillier cryptosystem, 132 random policy, 59
ParkNet, 30 real-time traffic, 37, 79
ParkSense, 38 recency policy, 59
ParticipAct, 52 recruiting participants, 25
participant activities, 76 recruitment, 47
participant activity sensing, 75 rejected, 95
participant anonymity, 141 replay attack, 92, 122
participatory sensing, 36 resource management, 62
Party Thermometer, 31 RESTful Web Service, 49
passionate players, 78 results, 72
PEIR, 37 rewards, 69
performance, 51, 58 robust, 48
personal analytics, 78 RWP model, 107
personal sensing, 27
PetrolWatch, 30 scalability, 48
phone energy, 118 sensed data point, 82
phone resources, 80 sensing accuracy, 71
photo tourism, 63 sensing game, 69
piconet, 106 sensors, 10
player engagement, 76 SHA1withRSA, 113
Points of Interest, 128 SHIELD, 120
Index 165

short-range wireless, 93 trust scores, 95


simulation area, 88 Trusted Platform Modules, 82
simulation results, 98 trusted third party, 133
simulation setup, 105 trustworthiness, 139
simulations, 89 truth discovery, 123
simultaneous claimers, 119 truth discovery framework, 123
slandering, 109 truthful claim, 107
smart cities, 35 TVCM model, 107
Smart City, 50
smartphones, 82, 134, 141 ubiquitous computing vision, 141
SmartPhoto, 64 uniform area coverage sensing, 75
SmartSantander, 35 uniform sensing, 69
social applications, 31 unifying architecture, 56
social incentive, 65 Universal Product Code, 66
social networks, 16 unreliable data, 139
Social-Loc, 39 urban crowdsensing, 35
software-based sensors, 10 User registration, 42
SoundSense, 52 user reputation, 101
SpaceTwist, 135
spatio-temporal correlation, 86, 93 validate, 82
SPPEAR architecture, 130 validated photo, 84
statistical-based techniques, 123 validated photo tasks, 89
strategic adversary, 138 validation process, 85
strongest attack, 109 validator, 86
survey, 60 Vamos, 122
Sybil attacks, 121 vehicular sensing, 30
system architecture, 127 verifiers, 91
Vita, 49
task assignment, 59 Vita’s architecture, 49
task completion success rate, 76 Voronoi, 128
task properties, 59
task selection problem, 63 WiFi coverage map, 70
Task Service, 131 wireless sensor networks, 7
technology-savvy, 77 wrong location data, 83
terrorist fraud, 91, 104 WSNs, 7
threshold, 92
YouTube, 123
time-sensitive, 63
tit-for-tat mechanism, 91 zero-sum game, 138
TPM modules, 82
tracking, 76
trade-off, 77
TrafficSense, 30
transitive closure property, 87
Transitive Trust, 85
trust score trend, 97

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