and Data 61, CSIRO KANCHANA THILAKARATHNA, University of Sydney and Data 61, CSIRO ARUNA SENEVIRATNE, University of New South Wales and Data 61, CSIRO Mixed reality (MR) technology development is now gaining momentum due to advances in computer vision, sensor fusion, and realistic display technologies. With most of the research and development focused on delivering the promise of MR, there is only barely a few working on the privacy and security implications of this technology. is survey paper aims to put in to light these risks, and to look into the latest security and privacy work on MR. Speci cally, we list and review the di erent protection approaches that have been proposed to ensure user and data security and privacy in MR. We extend the scope to include work on related technologies such as augmented reality (AR), virtual reality (VR), and human-computer interaction (HCI) as crucial components, if not the origins, of MR, as well as numerous related work from the larger area of mobile devices, wearables, and Internet-of-ings (IoT). We highlight the lack of investigation, implementation, and evaluation of data protection approaches in MR. Further challenges and directions on MR security and privacy are also discussed. 2 works from Scopus by separately searching for AR/VR/MR works with security and privacy from Google Scholar, IEEE Xplore, ACM Digital Library, and other speci c venues covering computer vision, human-machine interfaces, and other related technologies. Previous Surveys and Meta-analysesEarly surveys on AR and MR, have been focused on categorizing the existing technologies then. In 1994, a taxonomy for classifying mixed reality displays based on the user-interface -from monitor-based video displays to completely immersive environments -were presented and these devices were plo ed along a reality-virtuality continuum . On the other hand, in contrast to this one-dimensional continuum, two di erent classi cations for mixed reality were also presented: (1) a two-dimensional categorization of shared space or collaborative mixed reality technologies according to concepts of transportation 1 and arti ciality 2 , and (2) a one-dimensional classi cation based on spatiality 3 (Benford et al. 1996).Succeeding endeavours have focused on collecting all relevant technologies necessary to AR and VR. e various early challenges -such as matching the real and virtual displays, aligning the virtual objects with the real world, and the various errors that needs to be addressed such as optical distortion, misalignment, and tracking -have been discussed in broad (Azuma 1997). It was complemented with a following survey that focuses on the enabling technologies, interfacing, and visualization (Azuma et al. 2001). A much more recent survey updated the existing challenges to the following: performance, alignment, interaction, mobility, and visualization (Rabbi and Ullah 2013). Another one looked into a speci c type of AR, mobile AR, and looked into the di erent technologies that enable mobility with AR (Chatzopoulos et a...
Banking as an essential service can be hard to access in remote, rural regions where the network connectivity is intermittent. Although micro-banking has been made possible by SMS or USSD messages in some places, their security flaws and session-based nature prevent them from a wider adoption. Global level cryptocurrencies enable low-cost, secure and pervasive money transferring among distributed peers, but are still limited in their ability to reach more people in remote communities.We proposed to take advantage of the delay-tolerant nature of blockchains to deliver banking services to remote communities that only connect to the broader Internet intermittently. Using a base station that offers connectivity within the local area, regular transaction processing is solely handled by blockchain miners. The bank only joins to process currency exchange requests, reward miners and track user balances when the connection is available. By distributing the verification and storage tasks among peers, our system design saves on the overall deployment and operational costs without sacrificing the reliability and trustworthiness. Through theoretical and empirical analysis, we provided insights to system design, tested its robustness against network disturbances, and demonstrated the feasibility of implementation on off-the-shelf computers and mobile devices. 1
We focus on dissemination of content for delay tolerant applications, (i.e. content sharing, advertisement propagation, etc.) where users are geographically clustered into communities. We propose a novel architecture that addresses the issues of lack of trust, delivery latency, loss of user control, and privacy-aware distributed mobile social networking by combining the advantages of decentralized storage and opportunistic communications. The content is to be replicated on friends' devices who are likely to consume the content. The fundamental challenge is to minimize the number of replicas whilst ensuring high and timely availability. We propose a greedy heuristic algorithm for computationally hard content replication problem to replicate content in well-selected users, to maximize the content dissemination with limited number of replication. Using both real world and synthetic traces, we show the viability of the proposed scheme.
Opportunistic communication, off-loading and decentrlaized distribution have been proposed as a means of cost efficient disseminating content when users are geographically clustered into communities. Despite its promise, none of the proposed systems have not been widely adopted due to unbounded high content delivery latency, security and privacy concerns. This paper, presents a novel hybrid content storage and distribution system addressing the trust and privacy concerns of users, lowering the cost of content distribution and storage, and shows how they can be combined uniquely to develop mobile social networking services. The system exploit the fact that users will trust their friends, and by replicating content on friends' devices who are likely to consume that content it will be possible to disseminate it to other friends when connected to low cost networks. The paper provides a formal definition of this content replication problem, and show that it is NP hard. Then, it presents a community based greedy heuristic algorithm with novel dynamic centrality metrics that replicates the content on a minimum number of friends' devices, to maximize availability. Then using both real world and synthetic datasets, the effectiveness of the proposed scheme is demonstrated. The practicality of the the proposed system, is demonstrated through an implementation on Android smartphones.
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