1
Mobile Phone Computing and the
Internet of Things: A Survey
Andreas Kamilaris∗ and Andreas Pitsillides†
Centre for Data Analytics, National University of Ireland, Galway, Ireland
Email: andreas.kamilaris@insight-centre.org
† Department of Computer Science, University of Cyprus, Nicosia, Cyprus
Email: andreas.pitsillides@cs.ucy.ac.cy
∗ Insight
Abstract—As the Internet of Things and the Web of Things
are becoming a reality, their interconnection with mobile phone
computing is increasing. Mobile phone integrated sensors offer
advanced services, which when combined with web-enabled realworld devices located near the mobile user (e.g. body area
networks, RFID tags, energy monitors, environmental sensors
etc.), have the potential of enhancing the overall user knowledge,
perception and experience, encouraging more informed choices
and better decisions. This paper serves as a survey of the
most significant work performed in the area of mobile phone
computing combined with the Internet/Web of Things. A selection
of over 100 papers is presented, which constitute the most
significant work in the field up to date, categorizing these papers
into ten different domains, according to the area of application
(i.e. health, sports, gaming, transportation, agriculture), the
nature of interaction (i.e. participatory sensing, eco-feedback,
actuation and control) or the communicating actors involved
(i.e. things, people). Open issues and research challenges are
identified, analyzed and discussed.
Index Terms—Mobile Computing, Mobile Phone Applications,
Internet of Things, Web of Things, Sensors, Survey.
I. I NTRODUCTION
Technologies such as wireless sensor networks, short-range
wireless communications and radio-frequency identification
(RFID) have allowed the Internet to penetrate in embedded
computing [1], [2]. The Internet of Things (IoT) [3] is becoming reality, as everyday physical objects are becoming
equipped with sensors and actuators, being (uniquely) addressable and interconnected, allowing the interaction with
them through the Internet. Porting the IP stack on embedded
devices was a successful effort [4], [5] and, together with
the introduction of IPv6 (which provides extremely large
addressing capabilities), facilitate the merging of the physical
and the digital world, enabling the IoT to grow faster.
Building upon the notion of the IoT, the Web of Things
(WoT) [6], [7], [8] reuses well-defined Web techniques to
interconnect this new generation of Internet-enabled physical
devices. While the IoT focuses on interconnecting heterogeneous devices at the network layer, the WoT can be seen as a
promising practice to achieve interoperability at the application
layer. It is about taking the Web as we know it and extending
it so that anyone can plug devices into it.
The rise of multi-sensory mobile phones with Internet
connectivity has helped to reduce the barriers for associating
mobile computing with the IoT/WoT. Mobile phone integrated
sensors offer advanced capabilities such as measuring proximity, acceleration and location or record audio/noise, sense
electromagnetism or capture images and videos [9]. These
sensing services, when combined with web-enabled physical
entities located near the user, have the potential of enhancing
the overall user knowledge and experience, helping the user
to take more informed choices [10], [11].
Although there exist several survey papers focusing on
advances related to the IoT/WoT [12], [13], [14], [15], not
any papers -as far as we can ascertain- have yet surveyed the
growing interconnection between mobile computing and the
IoT/WoT. This paper aims to address this gap, presenting the
most significant work in this area. Section II describes the
methodology followed to develop this survey, while Section
III comments on the important findings of our study. Then,
Section IV discusses the overall observations during this study
and identifies open issues in this research domain, and finally
Section V concludes the paper.
II. M ETHODOLOGY
Before describing the important work in the field, the
methodology in collecting this information is explained, which
involved three steps: a) collection of the state of the art work,
b) clustering of related work, and c) analysis of related work.
In the first step, a keyword-based search for conference papers and articles in well-known scientific databases (e.g. IEEE
Xplore, ACM, DBLP, ScienceDirect, CiteSeerX) and search
engines was performed. Various keywords were used such
as ”mobile computing”, ”internet”, ”web”, ”web of things”
and combinations of them. Existing surveys on the IoT/WoT
and mobile sensing [12], [13], [14], [16], [15], [9] were also
studied for relevant efforts. The focus was to pick only papers
which followed the main concepts and design principles of
the IoT/WoT [6], [7], excluding papers that used proprietary
protocols and in which vendor lock-in was evident. This means
that some popular papers in mobile pervasive computing might
have been excluded from our survey. Also, some cutting-edge
research papers related to the exciting domain of feature- and
depth-based identification, tracking of and interaction with the
physical world have also been excluded, as these works have
not yet become (widely) applied on mobile devices, due to
their large processing requirements. Thus, 68 papers in total
were firstly identified, performing then a depth search on their
most relevant references, increasing the list of papers to 102.
2
In the second step, related work was categorized in clusters1
according to their topic/area of application. Ten clusters were
created, in which the papers were placed with respect to their
relevance to each cluster. These clusters are explained in detail
in the next section. It is noted that these clusters were aimed
to cover more or less the whole spectrum of combining mobile
computing with the IoT/WoT.
Some clusters had more studies performed than others
while some other clusters involved also business cases (not
only research efforts). In the final step, each cluster was
examined carefully, studying and analyzing each paper separately, recording its summary, contribution and impact to the
community, and its overall novelty and importance. After this
procedure, at most 8-12 more significant works per cluster
were selected, which are described in the next section. Hence,
the rest of this survey is based on the analysis performed on
the selected papers, as organized in the ten clusters.
III. M OBILE C OMPUTING AND I NTERNET /W EB OF T HINGS
We define the domain of mobile computing and IoT/WoT as
the research area that involves case studies, prototypes, demonstrations, applications and business cases of the IoT/WoT,
through mobile phones, where the user of the mobile phone
interacts with cyber-physical things that are enabled to the
internet/web, through his/her phone device, exploiting at the
same time the sensing capabilities of the phone.
As mentioned in Section II, related work is divided in
different clusters or categories, which represent either the
area of application (e.g. health, sports, gaming, agriculture,
transportation), the nature of interaction/communication (e.g.
participatory sensing, eco-feedback) or more general the type
of interaction (e.g. with things, social interactions with other
users). The ten different categories identified are graphically
presented in Figure 1, together with the most common technologies used at each category (see also Table I), and are listed
below:
A. Participatory Sensing. Involves mobile systems encouraging users to record and share information, towards the
co-creation of advanced knowledge.
B. Eco-Feedback. Involves mobile applications that provide
feedback to the users about various environmental phenomena or events, or about their personal consumption
(water, electricity, energy etc.).
C. Actuation and Control. Related to mobile applications
that control some physical devices or actuate some
events related to these devices. A typical example is
home automation applications.
D. Health. The mobile phone acts as an intermediary between body sensors and the web. It receives information
about the health status of the user, measured by various
sensor devices installed on the body of the user and
then uploads/shares this information to the web for better
analysis, comparisons and feedback.
1 The representation in clusters is suggested by the authors in order to
provide a means to ease the readability and comprehension of the large amount
of papers, and to group them in what seems to us a sensible classification.
Some papers could have been included in more than one cluster. We selected
the most relevant one at each case.
Fig. 1. Mobile computing and IoT/WoT: Application categories.
E. Sports. Includes a combination of physical sensors and
mobile applications which are used during sport activities to record various metrics and help to improve the
performance of the athlete user.
F. Agriculture. Related to smart farming practices to improve productivity, management of livestock and increase consumer satisfaction and transparency.
G. Gaming. This category is about virtual games which
consider the physical presence or status of the mobile
user to enhance the gaming experience.
H. Transportation. A growing domain in which the sensing
features of the mobile phone are harnessed for better
driving experience and convenience of parking.
I. Interaction with Things. This is the broader category
as it relates to efforts which focus on interacting with
web-enabled physical entities available in the nearby
environment, as for example tagging technologies.
J. Social Interactions with People. If we broaden the WoT
to involve humans, we can identify various mobile apps
that combine information from online social networking
sites with information from the mobile phones of nearby
users, to offer an augmented social experience.
In the following subsections, each category is presented, listing the most significant work performed. General observations
are discussed in Section IV.
A. Participatory Sensing
Participatory sensing involves the tasking of mobile devices to form interactive, participatory systems that enable
individuals in the general public to gather, analyze and share
local information, towards the co-creation of knowledge or
addressing environmental challenges [17].
The MetroSense project [18] aims at transforming the
mobile device into a social sensing platform. It is based on
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Fig. 3. The eMeter system (source: [30]).
Fig. 2. Sound exposure through the NoiseTube project (source: [22]).
a three stage framework which involves sensing, learning and
sharing. In the sense stage, MetroSense leverages mobilityenabled interactions between human-carried mobile sensors,
static sensors embedded in the civic infrastructure and wireless
access nodes providing a gateway to the Internet, to support
the delivery of application requests to the mobile devices and
the delivery of sampled data back to the application.
Goldman et al. [19] show the significance of participatory
sensing for our daily lives, namely its impact on climatic
change. GPS-equipped mobile phones are used to photograph
diesel trucks, in order to understand community exposure to
air pollution. Odourmap [20] is a communication platform
on which citizens and authorities can be involved into the
odour management process. Portolan [21] builds signal coverage maps performing network monitoring based on crowd
sourcing. In NoiseTube [22], mobile phones are used as
noise sensors, to measure the personal exposure to noise of
citizens, in their everyday environment. Figure 2 presents the
sound exposure of a user during a walk in Paris through the
NoiseTube project.
The Common Sense project [23] derives design principles
for describing data collection and knowledge generation from
remote air quality data. In [24], a case study is performed,
involving sensors deployed in public areas, shared by different
communities. Users get informed of environmental conditions
directly from these sensors. The findings indicate sensitivity
to environmental factors from the people involved.
Furthermore, participatory sensing can be extended to the
health domain. A very nice example is about smartphone
applications for melanoma detection [25]. Users use their
phones’ camera to record unusual spots on their body, and
then share with the online community, patients and generalist
clinician users who provide feedback and informal diagnosis.
Related work indicates that mobile sensing, both participatory and remote, is beneficial to the users and engages them in
sustainable actions that improve their community [19], [24].
Mobile users become active members of their communities
and raise their awareness towards their surroundings, while
barriers for delivering large-scale environmental campaigns
are reduced [17]. It constitutes an excellent approach for
co-creating advanced knowledge based on a participatory
scheme, and it could be used even for medical advice [25].
We need to comment however that these positive effects are
often transient and only persist as long as users engage
actively with the application. The evolution of participatory
sensing is mobile crowd sensing for large-scale sensing [26],
[27], which enables a broad range of applications including
urban dynamics mining, public safety, traffic planning and
environment monitoring.
B. Eco-Feedback
Eco-feedback mobile applications provide feedback to the
users about their impact on the physical environment, such
as their personal energy footprint (water, electricity, driving
habits etc.) or useful information and knowledge about the
existing local environmental conditions.
Regarding eco-feedback on personal consumption, EnergyLife [28] developed a mobile application to provide electricity consumption feedback about domestic electrical appliances
and conservation tips. In UbiLense [10], users can utilize their
mobile phones as magic lenses to view the energy consumption
of their home devices just by pointing on them with the
phone’s camera. Ambient meter [29] is a mobile device that
displays the level of energy consumption of the place it is
currently located in, by changing its color from green (i.e. the
amount of energy consumed in the room is low) to red (i.e. a
lot of energy is consumed).
Moreover, the eMeter system [30] allows users to interactively monitor, measure, and compare their energy consumption at a household and device level, by making use of a
smart electricity meter and getting consumers ”into the loop”
of energy monitoring, as displayed in Figure 3. Disaggregation
of the electrical consumption of individual appliances within
a household by means of a mobile application is discussed in
[31], with accuracy rates of 87%.
Social Electricity [32] is a mobile application that allows
people to compare their energy consumption with their online
friends, neighbors, similar peers etc., in order to perceive
whether their footprint is high. In this case, the application
assists the user to reduce his/her consumption through personalized tips and educational material. OPOWER is a US company that offers similar services through mobile phones [33].
PowerPedia [34] enables users to identify and compare the
consumption of their residential appliances to those of others
through a mobile application that uploads the measured data
to a community platform. It thus helps users to better assess
their electricity consumption and draw effective measures to
save electricity. Furthermore, products such as CubeSensors
[35] combine sensors and a mobile application to help people
understand how their home or office is affecting their health,
comfort and productivity. LoseIt [36] is an example of a nutrition tracking tool, which offers a barcode scanner for providing
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Fig. 4. An example of an urban mashup (source: [11], [38]).
information on various processed food options available at the
supermarkets.
Eco-feedback through mobile phones can also help to
mitigate the negative effects of the increasing urbanism, to the
people and the city as a whole. Urbanism implies that traffic
is increased, levels of pollution are rising, some areas become
dirty and polluted while health and security are compromised.
To address some of the challenges implied by increasing
urbanism, UrbanRadar [11] is a location-based application that
discovers and interacts with environmental services offered by
Web-enabled urban sensors. UrbanRadar allows the user to
create urban mashups, defined as opportunistic web mashups
that integrate real-world services, validated only when the
local environmental conditions support the sensor-based Web
services defined by these mashups. An example urban mashup
is displayed in Figure 4. In this example, a sensor measuring
levels of noise, a pollution sensor and a street camera combine
their services to infer the traffic conditions existing at a city
center. Air quality and pollution is studied in [37], using
specialized sensors embedded in prototype mobile phones.
By means of UrbanRadar, the work in [38] investigates and
discusses the acceptance, influence, usefulness and potential
of these services to mobile users, towards the vision of a
real-time digital city. This case study suggested eleven design
principles, which the authors consider important for future
mobile applications that deal with remote sensing of the
physical and urban environment.
Timely eco-feedback can influence residents to reduce their
consumption by a fraction of 5-15%, through more informed
choices and better energy management [39]. It is important
however to consider the fact that the positive effect might
not be persistent for long time [40]. Mobile applications
make the eco-feedback experience more personal, effective and
convenient. Mobile applications on urban remote sensing can
contribute toward the active involvement of citizens with their
urban landscape.
C. Actuation and Control
In this category, papers are identified that use mobile devices
as the tools to control physical devices such as electrical
appliances. The most popular application domain is home automation, but other areas such as offices, factories and common
spaces could be controlled through mobile applications.
Regarding home automation and control, it is speculated
that Internet technology, in line with IoT, will become the
future standard [41], [42], offering advanced interoperability
between heterogeneous home devices and appliances.
The Aware Living Interface System (ALIS) [43] provides a
mobile application for feedback and control of a smart home,
such as allowing the resident to adjust the lights or shades
for a house facade, with a single control. A mobile phone
interface that allows users to monitor, control, and measure the
consumption of single appliances at their home is presented
in [44], where the mobile phones are connected to smart
electricity meters through web protocols.
Companies offering home automation services such as
EnOcean [45] are producing solutions for home and building
automation, based on Internet and web principles, enabling
the control of the house/building environment through mobile
phone applications. An interesting start-up company is n.thing
[46], which has developed Planty, a system that assists plants
growing through embedded sensors (soil humidity, temperature and light) and mobile applications. Planty’s status can be
monitored in real-time remotely through the mobile phone and
control its watering through a water pump whenever needed.
Finally and more generally, a mobile phone application
for creating physical mashups is introduced in [47]. Physical
mashups [29] are defined as web mashups that combine
sensory services using the classic techniques of Web mashups.
This category offers mobile applications that control the real
world by actuating physical devices such as home appliances.
A strong focus of related work is on home automation as well
as automation in offices/buildings towards more convenience
and energy savings.
D. Health
In health-related mobile applications, the mobile phone acts
either as an intermediary between body area sensors and
the web or the sensors of the phone are used to identify
abnormal behavior or indication of some disorder. In the
first case, the mobile device receives information about the
health status of the user, monitored by body sensors, and then
shares this information to the web for further analysis and
feedback by experts. In general, a wireless body area network
is a wireless networking technology that interconnects tiny
nodes with sensor or actuator capabilities in, on, or around a
human body [16]. A system architecture of a wireless body
area sensor network for ubiquitous health monitoring through
mobile phones is presented in [48].
Zhong et al. [49] describe a Bluetooth-based body sensor
network platform for physiological diary applications, using
a wrist-worn device as the user interface, which displays
information received from a mobile phone. The system described in [50] monitors the physiological signs of patients
(electrocardiogram diagnosis) and records this information
on a mobile application, which then analyzes the data and
forwards it if needed to the medical center through the web.
myHealthAssistant [51] is a phone-based body sensor network
that captures the wearer’s exercises throughout the day, both
daily activities and specific gym exercises, and then allows
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comparisons and competitions with other people through the
web. Rodrigues et al. [52] present an application that acquires,
processes, stores, and displays medical data, thus enabling
a full body sensor networking interface. A smart device for
alerting a person’s critical health condition is presented in [53].
In the case when the sensors of the phone device are used
to identify health issues, Madan et al. [54] use mobile phonebased co-location and communication sensing to measure
characteristic behavior changes in symptomatic individuals,
reflected in their total communication, interactions with respect
to time of day, diversity and entropy of face-to-face interactions and movement. Using these extracted mobile features, it
is possible to predict the health status of an individual, without
having actual health measurements from the subject. More
examples include identifying depressive symptoms based on
user’s daily life behavior [55], therapy of insomnia [56] and
stress recognition [57]. HealthyOffice exploits mood recognition to improve employees’ health and productivity [58].
Concerning nutrition, FoodCam [59] is a real-time mobile
food recognition system recording a user’s eating habits.
BodyBeat [60] is a mobile sensing system for capturing a
diverse range of non-speech body sounds in real-life scenarios,
such as sounds of food intake and breath, which contain invaluable information about our dietary behavior and respiratory
physiology.
Finally, the CrossCheck study [61] includes 150
schizophrenic patients who use a smartphone application
that monitors their typical locations, when they are walking,
running or sedentary, and detects and records the duration
and frequency of conversations as well as sleep patterns. It
then sends this data to health care providers who determine
the improvement on the patients’ health.
Mobile applications provide an unobtrusive way of managing the monitoring of the user’s health status through body
sensors and have the potential of taking locally some decisions
about critical situations. In such cases, their communication
capabilities are used to immediately alert caregivers and
medical centers remotely. Applications such as [54], [55],
[57], [61] offer unique monitoring opportunities that allow
the patients to have a normal life, being at the same time
monitored for abnormal behavior that could indicate risks to
themselves or to other people. It is a much promising research
domain.
Fig. 5. Snapshot of the BikeNet application (source: [63]).
etc.) but also by sharing this information within the online
cycling community. A snapshot of the web portal of BikeNet
is illustrated in Figure 5.
Also, measuring physical activity and promoting an active
way of life is a subject of research. Mobile Teen [64] uses the
mobile phone’s built-in motion sensor to automatically detect
likely sedentary behavior. Fit Buddy [65] helps users track
their personal fitness statistics focusing on step counting from
both walking and running using a smartphone.
Commercial solutions also exist, such as the Nike+ Sports
Sensor [66], which puts a super smart sensor in shoes and
uses pressure data in combination with an accelerometer to
calculate movement. This information can then be recorded
by smart watches and mobile phones and then shared through
the web, to challenge online friends and other online users, set
personal goals, train smarter, improve performance etc. Apple
Watch [67] has an excellent design and co-exists with the
user’s mobile device to track daily activity, encouraging the
user to keep moving for health and fitness. Similar products
and services are offered by other large companies such as
Garmin [68] and Samsung [69] (smartwatches), as well as
Suunto [70] (sports watches, dive computers and precision
instruments).
The aforementioned mobile applications make the sports
experience more entertaining and fun for the user, helping
him/her to improve performance through competitions and
comparisons with friends, similar peers and the online community, encouraging a more active way of living. This community
can create new useful knowledge, as for example the sharing
of nice cycling pathways [63] recently discovered.
F. Agriculture
E. Sports
Sports and recreational activities constitute one of the most
rapidly growing areas of personal and consumer-oriented IoT
and WoT technologies [62]. WoT-enabled mobile applications
focusing on sports include various physical sensors, installed
usually on the body or the clothes of the user, and which
are used during sport activities to record various metrics and
help to improve the user’s performance. The mobile phone
in these cases records the measurements of the sensors and
shares this information to the web. A typical example is the
BikeNet application [63], which aims to give a holistic picture
of the cyclist experience, not only by measuring various
metrics (speed, distance traveled, calories burned, heart rate
Smart farming [71] is about real-time data gathering, processing and analysis, as well as automation technologies on the
farming procedures, allowing improvement of the overall farming operations and management and more informed decisionmaking by the farmers. Mobile applications interacting with
the agricultural environment can facilitate management of
cultivation and/or livestock, as well as consider the whole
value chain from farm to fork, by considering consumer
transparency over the product he/she buys.
Examples include Herdwatch [72], a herd management
system which allows cattle farmers manage their beef or dairy
herds via a smartphone or tablet. MooMonitor+ [73] monitors
each individual cow’s health and fertility by means of wearable
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collars installed on the animals, allowing farmers to monitor
their entire herd, from their phone.
Map your meal [74] is an agriculture-related smartphone
application which aims at enhancing the public awareness
understanding of global interdependence via exploring the
global food system. With this smartphone application, farmers
and consumers can scan the products to see their fairness and
how much green they are. Finally, FoodLoop [75] ties grocer
inventory system and smart tagging to consumer-facing mobile
applications to provide real-time deals on ”nearly expired”
products, supporting food waste reduction.
As agriculture is a highly unpredictable and risk-prone
domain, smart sensing and real-time monitoring is important
to prevent pests and animals diseases, react fast to changing
environmental conditions, optimizing operations and productivity. Hence, combining IoT sensing technology with mobile
applications, involving online information and web services
[74], [75], permits faster reaction to unpredictable events and
better decision making.
G. Gaming
This category is about virtual games which take into account
the physical presence and characteristics of the mobile user to
enhance his/her gaming experience.
The use of personal sensor streams in virtual worlds is
demonstrated in Second Life [76], which is a virtual world
simulator where people lead virtual lives by using personal
avatars. Accelerometer data is collected from a user mobile
phone and classified into various activity states (sitting, standing and running). These activities are then injected into Second
Life and interpreted by the user’s avatar [77]. Greenet [78] is
an augmented reality mobile game dedicated to recycling. The
camera of the mobile phone is used to detect whether the user
is recycling various items. Object markers and bin markers
are used to augment the physical world with this digital,
mobile gaming experience. Users earn points by recycling, and
compete with each other for more points through the web.
Fish’n’Steps [79] is a social game which links a player’s
daily foot step count, measured by a pedometer, to the growth
and activity of an animated virtual character, a fish in a fish
tank. As further encouragement, some of the players fish tanks
included other players fish, thereby creating an environment
of both cooperation and competition.
Augmented reality is expected to be the future in gaming,
and early examples include Monopoly Zapped and Game of
Life2 [80]. The board games play out like the original versions
but in the center of the board, an iPhone running the respective
online application is placed to spice up the game. In Monopoly
Zapped, the iPhone application turns the iOS device into a
banking unit, which makes counting a lot less of a hassle.
In general, online gaming integrations with the real world
augment the user’s gaming experience and offer educational
value, targeting in some cases good causes such as environmental protection or maintaining good health and wellbeing. Augmented reality would offer in the near future novel,
2 These augmented reality games do not constitute WoT applications. Their
examples are mentioned by the authors only to show the potential of cyberphysical games.
unique gaming experiences blending digital and physical
world. Examples include mimicking with high accuracy people’s postures and movements in real life, transforming them
into digital actions in the game [76], or harnessing the nearby
physical environment as part of the digital game [78], [80].
A more futuristic example could be distributed gaming, where
the players’ avatars are teleported at another player’s place
or in a common place.
H. Transportation
Smart WoT-based mobile applications targeting transportation relate to more informed driving, easier parking and more
convenient city transit by means of public transport.
VTrack [81] uses position samples from drivers’ phones
to monitor traffic delays. Similarly, Mobile Millennium [82]
is a research project that includes a pilot traffic-monitoring
system that uses the GPS in mobile phones to gather traffic
information, process it, and distribute it back to the phones in
real time. A road condition monitoring and alert application is
presented in [83], harnessing the compass and connectivity
on user’s mobile device to provide road condition based
alerts to the user. Park Here! [84] is a smart parking system
based on smartphones’ embedded sensors and short range
communication technologies, towards the automatic detection
of parking actions. Find My Car [85] makes use of GPS
services and internet connectivity to help drivers find their
way back to their parked car.
Waze [86] is perhaps the most popular mobile app for
car drivers, with a community of 50 million users. It provides up-to-date traffic conditions, live-routing and maps,
comprehensive voice-assisted navigation, alerts about road
hazards, and even notifications when a Facebook friend is
heading towards the same destination. INRIX Traffic [87]
offers similar services, automatically learning a user’s driving
habits, personalizes routes to avoid traffic, recommends trips
and departure times, providing also parking services, based on
location, vehicle type and parking duration.
Finally, examples of mobile applications that combine user’s
location with public transportation information for convenient
city transit involve GoMetro [88] (Los Angeles), Muni+ [89]
(San Francisco) and Gothere [90] (Singapore).
Transportation is an area where the authors expect more
research efforts to rise, exploiting the sensors of the mobile
device for providing better and safer driving experience.
Commercial mobile apps focusing on driving assistance, such
as Waze and INRIX Traffic are gaining popularity, especially
in the US.
I. Interaction with Things
This category is the broader one, and relates to efforts targeting interaction in general with web-enabled things, located
in the nearby environment.
At first, a framework for supporting mobile interactions with
real-world objects is presented in [91]. In [92], Frank et al.
present the architecture, design and evaluation of a search
system that relies on sensor-enabled mobile phones to discover
lost objects. MobileIoT Toolkit [93] connects the Electronic
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Product Code (EPC) network to mobile phones for reading and
interpreting various tags (RFID, NFC, barcode). Furthermore,
a toolkit for barcode recognition and resolving on mobile
phones equipped with cameras is presented in [94]. Similarly,
BIT [95] is a unified system architecture for providing mobile
phone-based digital services related to tagging technologies.
Tales of Things [96] is a tagging service that uses QR codes
and RFID tags to enable people to attach stories and memories
to any object. The scanning of readable and writable tags
through mobile phones allows stories to be replayed and
added. Scandit [97] is a company that claims to provide
the highest quality in mobile barcode scanning solutions for
smartphones, tablets and wearable devices.
Other approaches target the sales market, to improve consumer awareness and optimize the sales process. The Mobile
Sales Assistant [98] aims at improving sales in retail stores,
by enabling shop assistants to check the availability and
stock information of products directly with an NFC-enabled
mobile phone. My2cents [99] allows consumers to have access
to comments about a product via their mobile phone and
share their own product experience with other consumers and
within their social networks. APriori [100] makes product
recommendation available for mobile users, who utilize their
phones to identify tagged consumer products. Also, companies
such as Square [101] and PayPal [102] offer credit card
payment systems connected directly to mobile phones.
Interacting with physical things through mobile applications
includes a variety of technologies such as RFID, NFC, barcodes, QR codes, which can be either identified and sensed
by the phone’s camera (barcodes, QR codes), or sensed
by special equipment (RFID readers, credit card readers).
Local information is combined with information from the
web to create advanced knowledge or to implement payment
transactions.
J. Social Interactions with People
If we broaden the notion of ”things” to include also (nearby)
people, then we can refer to BlueAware [103], a mobile
phone-based system that uses Bluetooth hardware addresses
and a database of user profiles to cue informal, face-to-face
interactions between nearby users who do not know each other,
but probably should, as they have similar profiles, interests
and characteristics. This concept of Familiar Strangers is also
demonstrated in [104], where Jabberwockies, designed for
Bluetooth enabled mobile phones, investigate the constraints
of our feelings and affinities with strangers in pubic places.
EmotionSense [105] is a passive monitoring smartphone
application that can autonomously capture emotive, behavioral, and social signals from smartphone owners. Similarly,
SociableSense [105] is a smart phone-based platform for
providing real-time feedback to users to foster and improve
social interactions. Also, CenceMe [106] is a mobile application serving a similar goal, by combining the inference of
the presence of individuals with sharing of this information
through social networking applications such as Facebook and
MySpace. In a user study where 22 people used CenceMe
continuously over a three week period in a campus town, it
was observed that participants found it as a new way to connect
with people, with the presence of their friends always nearby.
Finally, Kostakos et al. [107] use a Bluetooth-based infrastructure to identify characteristics of urban environments such
as mobility patterns, social and spatial structures etc. Similarly,
the Wireless Rope [108] is a framework to study the notion
of social context and the detection of social situations using
Bluetooth-based mobile devices for proximity detection, and
its effects on group dynamics.
Low-power short-distance wireless technology (e.g. Bluetooth, RFID) can be used to improve interactions with nearby
individuals, for improving physical social experiences.
IV. D ISCUSSION AND O PEN I SSUES
As the previous section shows, an increasing number of
works are combining mobile computing and the IoT/WoT to
provide more personalized, enriched services to the users.
In this section, the general findings are discussed and open
challenges in this domain are identified.
A. Analysis of Related Work
Through this review of related efforts, the following eight
interaction possibilities have been identified:
1) The built-in sensors of the mobile phone are used in
a participatory manner to co-create knowledge on the
internet/web (e.g. [19], [22], [23], [24], [25], [81], [82]).
2) The mobile phone is used as a tool for getting feedback
about the nearby environmental conditions and/or the
personal energy footprint of the user using internet/web
protocols (e.g. [28], [10], [29], [30], [31], [32], [34]).
3) The mobile phone uses internet/web principles to control
physical devices such as electrical appliances, which are
located either nearby or remotely. (e.g. [43], [44], [45],
[46], [47], [29]).
4) The mobile phone acts as an intermediary between
body sensors and the internet/web, for health/sports
applications (e.g. [49], [50], [51], [54], [61], [63], [66]).
5) The built-in sensors of the mobile phone are used to
enhance the gaming experience of the user in web-based
(e.g. [77]), mobile (e.g. [78], [79]) or cyber-physical
games (e.g. [80]).
6) The mobile phone interacts with real-world objects,
using knowledge available on the web to better inform
the user about these physical things (e.g. [93], [100],
[96], [98], [99]).
7) The mobile phone becomes a credit card payment system (e.g. [101], [102]).
8) Low-power short-distance wireless communication (e.g.
Bluetooth) and information from online social networking sites is used to promote face-to-face interactions with
nearby mobile users who share similar interests (e.g.
[103], [104], [106]).
The most common sensing technologies employed in each
of the ten categories, together with the type of data analysis
involved, are listed in Table I (see also Figure 1). The
technologies employed are either embedded natively onto
the mobile device or involve third-party sensors interacting
8
directly with the mobile phone. Data analysis is performed
either on the mobile phone or on the crowd/web. The latter
is needed for more computationally expensive operations and
data integration from various mobile phones/sensors.
The last column of Table I indicates the estimated market
value per category in the next 5-10 years combining a number
of sources, including [109], [110], [111], [112]. According
to them, several trillion US dollars will be spent on IoT
solutions (indicatively, estimates by [109] $6 trillion, [110]
$4-11 trillion, [111] $14.4 trillion). Tech leaders predict the
greatest potential revenue growth for IoT in the next three
years is in consumer and retail markets (22%), with IoT/WoT
expected to see significant revenue growth in technology
industries (13%), aerospace and defense (10%), and education
(9%). The share of the market for mobile phone computing/IoT
has not been analysed to date by industry, at least publicly, but
we expect it will be a sizable share of the IoT market. Our
own assessment is that actuation and control, gaming, health
and transportation are the domains with the highest market
value and potential.
In regard to the impact of these categories to people’s
lives, mobile applications in health, sports, transportation and
gaming seem to be highly impactful, especially those that constitute commercial products (i.e. Nike+, Apple Watch, Second
Life, Waze, GoMetro). Participatory sensing-based applications have been successfully used only in local projects, addressing particular community problems for specific time. The
engagement of the users in the long run remains questionable.
Mobile applications in eco-feedback and actuation/control are
gaining momentum, in domains such as home and building automation, and industrial control. Finally, the impact of mobile
apps in agriculture and real-life interaction with things/people
remains to be seen, being low at the moment.
B. Open Challenges
Some general IoT/WoT challenges are discussed in related
surveys [12], [13], [14], [15]. Hence, the focus is on particular
issues that appear in mobile computing when integrated to
the IoT/WoT, discovered through this study, which are listed
below.
Heterogeneity, either because of IoT/WoT devices/services
that provide proprietary communication protocols or because
of heterogeneous consumers of data with different requirements and needs. In the former case, although the communication at the application layer becomes standardized through
the WoT principles, the lower-level interaction remains a
challenge. In the latter scenario, some users might ask for realtime information while some others might need historical data.
Their needs regarding data quality, spatial resolution, and sampling rates vary, hence IoT/WoT and mobile computing need
to be open to support diverse applications and requirements.
Continuous sensing. Some IoT/WoT-enabled mobile applications require continuous sensing, signal processing, analysis
and inference which asks for more computation, memory, storage, sensing, and communication bandwidth. Recommended
approaches include sending only compressed summaries over
the air (rather than raw data) or involve delay-tolerant models
adaptable to the application needs. Opportunistic sensing could
be another option [18], [9], in which sensing is a secondary,
low-priority operation on the mobile device.
Crowd sensing. Participatory sensing as well as mobile
crowd sensing have various open issues, which are identified
in related work [26], [27]. Some of these issues in particular
include:
• How can the sensing opportunities and sensing quality be
measured?
• How to deal with incomplete, noisy and unreliable data?
• How many mobile users can provide enough sensing
opportunities to achieve the required sensing quality?
• How to tackle the fact that people always move around
a set of popular locations, instead of purely random
movements?
• How to tackle the fact that each individual shows preference for some particular locations?
• How to avoid using up significant battery that could
prevent users from accessing their usual services?
The context problem occurs because phones may be
exposed to events for too short a period of time (e.g. if the user
is traveling quickly, if the event is local and spontaneous (e.g.
a sound) or the sensor requires more time to gather a sample
(e.g. air quality sensor). Phone calls could also interfere in
collecting relevant context. An idea would be to leverage colocated mobile phones for localized participatory sensing.
Security is a top priority in mobile computing, and becomes more important when interacting with the IoT/WoT.
One practical consideration is ensuring security of shared
resources (e.g. WoT-enabled devices/services) against misuse
by unauthorized mobile users. Relay infrastructures for secure
access to embedded systems such as Yaler [113] could form
part of the solution here.
Privacy in terms of sharing personal information through
the web is one of the most important research challenges. How
much privacy do applications such as CrossCheck [61] and the
work in [54] provide? Additionally, various privacy threats
have been reported in mobile RFID applications [114]. Some
approaches to address privacy include AnonySense [115],
which suggests a notion of anonymity through k-anonymous
tasking and Social Access Controller (SAC) [116], which is an
authentication proxy between (mobile) users and smart things.
Perhaps more interesting is the work in [117], preserving the
anonymity of sensor reports without reducing the precision of
location data.
Reliability becomes important especially in health monitoring applications that involve body area networks. In these
cases, measurements need to be reliable and precise and the
corresponding mobile applications needs to be able to identify
anomalies and faults at the data, which could create false
alarms. These concerns are discussed in [52] too. Reliability
relates also to how well mobile phones can interpret human
behavior (e.g. sitting, sleeping, talking) from low-level multimodal sensor data, or similarly how accurately can they
infer the surrounding context (e.g. pollution, weather, noise
environment) from low-level measurements. UrbanRadar [11]
proposed urban mashups as a way to infer various environmental conditions from more basic WoT-based services.
9
Category
Participatory
Sensing
EcoFeedback
Actuation and
Control
Health
Sports
Popular technologies used
GPS, camera, microphone.
Camera, energy monitors, smart
meters, barcodes, environmental
sensors e.g. air quality.
Smart electricity meters, smart appliances, light switches, smart factory sensors/actuators.
Body area sensors, GPS, microphone, accelerometer, communication and conservation sensing (e.g.
phone calls, SMS).
Body area sensors, motion sensors,
GPS, pressure (shoe) sensors, pedometers.
Wearable collars, GPS, barcodes,
RFID tags, plant (soil) sensors.
Accelerometer, gyrometer, camera,
pedometer, barcodes, RFID tags.
GPS, compass, carrier connectivity,
RFID tags.
Type of data analysis
Location-based search, map visualizations, information sharing.
Historical comparisons, information retrieval,
stream data processing.
Market value
N/A
Rule-based inference, adaptive reasoning, optimizations.
$1.3-4.6
Trillions
Personalization and profiling, anomaly detection, emotions detection, stream data processing, machine learning.
$110-900
Billions
$200-750
Billions
Personalization and profiling, historical com$200-450
parisons, performance visualizations, statistics,
Billions
information sharing.
Agriculture
Historical comparisons, information retrieval,
$140-200
stream data processing, optimizations.
Billions
Gaming
Activity recognition, machine learning, infor$450-635
mation sharing, image and video processing.
Billions
Transportation
Location-based search, big data analysis, stream
$500-740
data processing, anomaly detection, machine
Billions
learning, information sharing, image and video
processing.
Interaction
NFC technologies, RFID tags, barLocation-based search, information retrieval,
$70-150
with Things
codes, QR codes, credit card deinformation sharing, personalization and profilBillions
vices.
ing, recommender systems, transactions.
Social
Bluetooth, GPS, camera, microLocation-based search, information retrieval
$170-450
Interactions
phone.
and sharing, personalization and profiling, emoBillions
with People
tions detection, recommender systems.
TABLE I
S ENSING TECHNOLOGIES AT EACH CATEGORY OF I OT/W OT- BASED MOBILE APPLICATIONS .
Search and Discovery is crucial for locating nearby, local
and/or relevant real-world devices (and/or people), exploiting
their services for the creation of more advanced knowledge.
Various works and applications such as [35], [11], [29], [103],
[104], [106] require discovery of relevant physical devices.
The WoT has not yet standardized any technique for realtime discovery of physical entities and their services, but early
efforts in this direction have been proposed [118], [119].
Personalization is expected to give significance to the
interaction with the IoT/WoT through mobile computing.
Planty [46] could understand the user’s sense of aesthetics
and help him create his personal garden. Sports apps [66],
[67], [68], [70] could record the personal characteristics and
achievements of the users to suggest realistic short- and longterm goals. My2cents [99] could record the buying habits of
people and propose them relevant nearby offers. Imagine also
walking into a pharmacy and your phone suggesting vitamins
and supplements, depending on your health monitoring metrics, as recorded by body area sensors [50], [51], [52]. Mobile
computing, personalized to a user’s profile, empowers him/her
to make more informed decisions across a spectrum of WoTenabled services.
Emotions analysis relates to personalization as it allows to
offer better services to users according to their reactions in
relation to the features provided by the mobile applications.
The most important efforts in understanding emotions and
measuring feelings by monitoring the affective states of the
mobile user are discussed in [120], concluding that affective
sensing offers exciting research opportunities. Research in this
area involves sensing unconscious emotions too [121], aiming
to quantify and log aspects of our behavior we are not aware
of. Mood recognition is applicable in working environments
too to benefit employees’ health and productivity [58].
Persuasion in mobile computing is an open area, creating design elements and exploiting various psychological/sociological factors which affect users to change their
behavior towards better quality of living, more sustainable life,
environmental awareness etc. [122], [123]. The connection
between mobile computing and IoT/WoT offers great new
opportunities for examining which design characteristics of
mobile phone applications and which motivational factors may
influence users to question and change their behavior and way
of living. As an early effort, the work in [38] identified 11
design principles for remote sensing mobile applications. A
big challenge related to persuasion is how to address the fact
that people tend to lose their interest after being exposed to
the feedback for some weeks or months [40].
Big data analysis is a necessary step in most participatory
sensing applications, in order to extract useful information
from vast amounts of real-world data streams. Related to
this, an open, standard methodology for IoT/WoT analytics
problems is still non-existent. Important to researchers in this
domain is the availability of relevant datasets. CrowdSignals.io
[124] aims to create the largest set of rich, longitudinal mobile
and sensor data recorded from smartphones and smartwatches,
including geo-location, sensor, system and network logs, user
interactions, social connections, and communications as well
as user-provided ground truth labels and survey feedback.
Business cases are required to prove the market potential
of the IoT/WoT and mobile computing, showcasing that the
merging of digital and physical world through web technologies and mobile computing is profitable to enterprises
10
worldwide. Evrythng [125] is a start-up company aiming to
demonstrate, through various case studies [126], the economic
viability of IoT/WoT-based investments. Solutions offered
include brand protection, inventory management, consumer
loyalty and engagement, data monitoring and analysis etc.
Each of the issues listed above affect in a varying degree the
ten different categories in which related work was divided in
this survey. According to the authors’ point of view, based on
the overall research performed in this paper, the relevance and
importance of each of the aforementioned issues in relation
to each category is assessed in Table II, according to the
following scale: Essential (E), Very Important (VI), Important
(I), Less Important (LI) and Not Applicable (NA).
Observing Table II, aspects of security, privacy and reliability are essential in ”sensitive” domains such as health and
transportation. Search and discovery is relevant only when
interacting with things or people, while big data analysis
makes sense in open systems, when large streams of data are
involved. Heterogeneity and context are important in almost
every category, while business cases are needed across the
whole mobile IoT/WoT realm, not only to prove the value of
mobile IoT/WoT but also to analyze the barriers for market
uptake of various solutions especially in health, gaming and
sports. Moreover, personalization, persuasion and emotions
analysis are relevant in applications involving feedback, such
as in eco-feedback, health, sports and transportation.
Finally, other mobile phone application domains which will
potentially be important in the future include smart cities
[127] (i.e. more interactive and informed mobile phone assistants), tourism [128] (i.e. personalized location-based tourist
guides), micro-grids of electricity [129] (i.e. users could trade
electricity produced by local renewable energy sources) and
smart metering [130], [131], disaster management [132] (i.e.
mobile phones could form ad hoc wireless networks contributing to rescue operations), collaborative economy [133] (i.e.
users share things and services and perform legal transactions
through their mobile phones) and nano-networking [134] (i.e.
nano-sensors inside the human body would collaboratively
collect health-related data, transmitting it to the user’s mobile
device for anomaly detection).
V. C ONCLUSION
This paper performed a survey on the most significant
efforts in the area of mobile computing combined with the
IoT/WoT, an exciting research domain in which mobile phone
applications exploit the sensing of the real world through
internet/web technologies for providing better information and
more advanced knowledge to the user, helping him/her to take
more informed decisions during everyday life.
More than 100 papers have been identified, analyzed and
divided in ten different categories, which represent either the
area of application (i.e. health, sports, gaming, transportation, agriculture), the nature of interaction (i.e. participatory
sensing, eco-feedback, actuation and control) or the communicating actors involved (i.e. things, people). Open issues
and research challenges at this research domain have been
identified and discussed.
Summing up, the practice of combining mobile computing
and the IoT/WoT seems to offer tremendous new opportunities
in many real-life domains, enabling the seamless integration
of devices, services and information that can create advanced
knowledge, more informed reasoning and decision-making,
as well as encouraging big data analysis, more use of persuasive and engagement techniques, emotions analysis and
personalization. However, this openness comes together with
various risks in privacy, security and reliability of information,
and also various challenges such as search and discovery of
devices, services and information on the fly, which is still
an open issue in the WoT world [118]. Finally, the most
critical element seems to be a need for large business cases
which could prove the market value of mobile computing and
the IoT/WoT, and which could eventually lead to wide-scale
adoption of this practice, inspiring even more research and
development in satisfying the risks and challenges at this field.
VI. ACKNOWLEDGEMENTS
This research has been partially supported by Science Foundation Ireland (SFI) under grant No. SFI/12/RC/2289 and EU
FP7 CityPulse Project under grant No.603095. http://www.ictcitypulse.eu
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11
Issue /
Category
Partici
patory
Sensing
EcoFeed
back
Actuat
ion and
Control
Health
Sports
Agri
culture
Gam
ing
Transpo
rtation
Intera
ction
with
Things
Heterogen
eity
Continuous
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Context
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Big data
analysis
Business
cases
I
I
VI
E
LI
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LI
E
VI
Social
Inter
actions
with
People
VI
E
VI
LI
E
VI
VI
VI
E
VI
VI
E
I
LI
E
I
I
LI
E
I
I
LI
VI
VI
I
E
E
VI
I
E
E
E
I
E
E
E
LI
I
VI
VI
LI
VI
VI
VI
LI
LI
I
I
LI
E
E
E
VI
VI
VI
I
E
VI
E
I
E
LI
I
LI
E
E
I
VI
I
VI
VI
NA
I
NA
VI
VI
NA
I
VI
VI
VI
I
E
E
VI
LI
VI
E
E
I
I
I
E
LI
I
I
E
I
I
I
LI
VI
E
E
E
VI
E
VI
E
E
E
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