Swedish Institute of Computer Science Publications Database
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    Poster Abstract: Opportunistic RPL

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    Sensor nodes constituting Wireless Sensor Networks (WSN) are often battery- operated and have limited resources. To save energy, nodes sleep most of the time, and wake up periodically to handle communication. Such radio duty cycling poses a basic trade-off between energy and latency. In previous work, we have shown that opportunistic routing is an efficient way to achieve low-latency yet energy efficient data collection in WSN (ORW [3]). In this paper, we extend this approach to the context of low-power IP networks, where nodes need to be addressed individually and where traffic patterns are irregular. We present ORPL, an opportunistic extension of RPL, the stan- dard, state-of-the-art routing protocol for low-power IP networks. We discuss our preliminary results obtained with Contiki in a 137-node testbed

    A Synchronized Sweep Algorithm for the k-Dimensional Cumulative Constraint

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    This paper presents a sweep based algorithm for the k-dimensional Cumulative constraint, which can operate in filtering mode as well as in greedy assignment mode. Given n tasks and k resources, this algorithm has a worst-case time complexity of O(kn^2) but scales well in practice. In greedy assignment mode, it handles up to 1 million tasks with 64 resources in one single constraint in SICStus. In filtering mode, on our benchmarks, it yields a speed-up of about k^(3/4) when compared to its decomposition into k independent Cumulative constraints

    Dark Patterns in the Design of Games

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    Game designers are typically regarded as advocates for players. However, a game creator’s interests may not align with the players’. We examine some of the ways in which those opposed interests can manifest in a game’s design. In particular, we examine those elements of a game’s design whose purpose can be argued as questionable and perhaps even unethical. Building upon earlier work in design patterns, we call these abstracted elements Dark Game Design Patterns. In this paper, we develop the concept of dark design patterns in games, present examples of such patterns, explore some of the subtleties involved in identifying them, and provide questions that can be asked to help guide in the specification and identification of future Dark Patterns. Our goal is not to criticize creators but rather to contribute to an ongoing discussion regarding the values in games and the role that designers and creators have in this process

    Machine Assisted Proof of ARMv7 Instruction Level Isolation Properties

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    In this paper, we formally verify security properties of the ARMv7 Instruction Set Architecture (ISA) for user mode executions. To obtain guarantees that arbitrary (and unknown) user processes are able to run isolated from privileged software and other user processes, instruction level noninterference and integrity properties are provided, along with proofs that transitions to privileged modes can only occur in a controlled manner. This work establishes a main requirement for operating system and hypervisor verification, as demonstrated for the PROSPER separation kernel. The proof is performed in the HOL4 theorem prover, taking the Cambridge model of ARM as basis. To this end, a proof tool has been developed, which assists the verification of relational state predicates semi-automatically

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    Swedish Institute of Computer Science Publications Database
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