The integration of social networking concepts into the Internet of things has led to the Social Internet of Things (SIoT) paradigm, according to which objects are capable of establishing social relationships in an autonomous way with respect to their owners with the benefits of improving the network scalability in information/service discovery. Within this scenario, we focus on the problem of understanding how the information provided by members of the social IoT has to be processed so as to build a reliable system on the basis of the behavior of the objects. We define two models for trustworthiness management starting from the solutions proposed for P2P and social networks. In the subjective model each node computes the trustworthiness of its friends on the basis of its own experience and on the opinion of the friends in common with the potential service providers. In the objective model, the information about each node is distributed and stored making use of a distributed hash table structure so that any node can make use of the same information. Simulations show how the proposed models can effectively isolate almost any malicious nodes in the network at the expenses of an increase in the network traffic for feedback exchange
The Internet of Things (IoT) paradigm has been evolving towards the creation of a cyber-physical world where everything can be found, activated, probed, interconnected, and updated, so that any possible interaction, both virtual and/or physical, can take place. Crucial concept of this paradigm is that of the virtual object, which is the digital counterpart of any real (human or lifeless, static or mobile, solid or intangible) entity in the IoT. It has now become a major component of the current IoT platforms, supporting the discovery and mash up of services, fostering the creation of complex applications, improving the objects energy management efficiency, as well as addressing heterogeneity and scalability issues. This paper aims at providing the reader with a survey of the virtual object in the IoT world. Virtualness is addressed from several perspectives: historical evolution of its definitions; current functionalities assigned to the virtual object and how they tackle the main IoT challenges; major IoT platforms which implement these functionalities. Finally, we illustrate the lessons learned after having acquired a comprehensive view of the topic.
The integration of social networking concepts into the Internet of Things (IoT) has led to the so called Social Internet of Things (SIoT) paradigm, according to which the objects are capable of establishing social relationships in an autonomous way with respect to their owners. The benefits are those of improving scalability in information/service discovery when the SIoT is made of huge numbers of heterogeneous nodes, similarly to what happens with social networks among humans. In this paper we focus on the problem of understanding how the information provided by the other members of the SIoT has to be processed so as to build a reliable system on the basis of the behavior of the objects. We define a subjective model for the management of trustworthiness which builds upon the solutions proposed for P2P networks. Each node computes the trustworthiness of its friends on the basis of its own experience and on the opinion of the common friends with the potential service providers. We employ a feedback system and we combine the credibility and centrality of the nodes to evaluate the trust level. Preliminary simulations show the benefits of the proposed model towards the isolation of almost any malicious node in the network
The Internet of Things is expected to be overpopulated by a very large number of objects, with intensive interactions, heterogeneous communications and millions of services. Consequently, scalability issues will arise from the search of the right object that can provide the desired service.A new paradigm known as Social Internet of Things (SIoT) has been introduced and proposes the integration of social networking concepts into the Internet of Things. The underneath idea is that every object can look for the desired service using its friendships, in a distributed manner, with only local information.In the SIoT it is very important to set appropriate rules in the objects to select the right friends as these impact the performance of services developed on top of this social network. In this work we addressed this issue by analyzing possible strategies for the benefit of overall network navigability. We first propose five heuristics which are based on local network properties and that are expected to have an impact on the overall network structure. We then perform extensive experiments, which are intended to analyze the performance in terms of giant components, average degree of connections, local clustering and average path length.Unexpectedly we discovered that minimizing the local clustering in the network allowed for achieving the best results in terms of average path length. We have conducted further analysis to understand the potential causes, which have been found to be linked to the number of hubs in the network.Index Terms-Internet of Things, social networks, SIoT, navigability, search engine 2327-4662 (c)
In this paper, we analyze the combination of Vehicular Ad-hoc NETworks (VANETs) with the Social Internet of Things (SIoT), i.e., the Social Internet of Vehicles (SIoV). In the SIoV every vehicle is capable of establishing social relationships with other vehicles in an autonomous way with the intent of creating an overlay social network that can be exploited for information search and dissemination in VANET applications. The contribution of this paper is two-fold: firstly, we define some relationships which can be established between the vehicles and between the vehicles and the road side units (RSUs); secondly, we propose a SIoV middleware which extends the functionalities of the Intelligent Transportation Systems Station Architecture (ITS SA), defined by ISO and ETSI standards, to take into account the elements needed to integrate VANETs in the SIoT. Additionally, we present results of software simulations analyzing realistic vehicular mobility trace in order to study the characteristics of the resulting social network structure
In the Internet of Things (IoT) arena, a constant evolution is observed towards the deployment of integrated environments, wherein heterogeneous devices pool their capacities to match wide-ranging user requirements. Solutions for efficient and synergistic cooperation among objects are, therefore, required. This paper suggests a novel paradigm to support dynamic cooperation among private/public local clouds of IoT devices. Differently from . device-oriented approaches typical of Mobile Cloud Computing, the proposed paradigm envisages an . IoT Cloud Provider (ICP)-oriented cooperation, which allows all devices belonging to the same private/public owner to participate in the federation process. Expected result from dynamic federations among ICPs is a remarkable increase in the amount of service requests being satisfied. Different from the Fog Computing vision, the network edge provides only management support and supervision to the proposed Mobile-IoT-Federation-as-a-Service (MIFaaS), thus reducing the deployment cost of peripheral micro data centers. The paper proposes a coalition formation game to account for the interest of rational cooperative ICPs in their own payoff. A proof-of-concept performance evaluation confirms that obtained coalition structures not only guarantee the satisfaction of the players' requirements according to their utility function, but also these introduce significant benefits for the cooperating ICPs in terms of number of tasks being successfully assigned
The Internet of Things is expected to be overpopulated by a very large number of objects, with intensive interactions, heterogeneous communications and millions of services. Consequently, scalability issues will arise from the search of the right object that can provide the desired service. A new paradigm known as Social Internet of Things has been introduced and proposes the integration of social networking concepts into the Internet of Things. The underneath idea is that every object can look for the desired service using its friendships, in a distributed manner. However, in the resulting network, every object will still have to manage a large number of friends, slowing down the search of the services. In this work, we intend to address this issue by analyzing possible strategies to drive the objects to select the appropriate links for the benefit of overall network navigability
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