1,228 research outputs found

    Crowdfunding Non-fungible Tokens on the Blockchain

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    Non-fungible tokens (NFTs) have been used as a way of rewarding content creators. Artists publish their works on the blockchain as NFTs, which they can then sell. The buyer of an NFT then holds ownership of a unique digital asset, which can be resold in much the same way that real-world art collectors might trade paintings. However, while a deal of effort has been spent on selling works of art on the blockchain, very little attention has been paid to using the blockchain as a means of fundraising to help finance the artist’s work in the first place. Additionally, while blockchains like Ethereum are ideal for smaller works of art, additional support is needed when the artwork is larger than is feasible to store on the blockchain. In this paper, we propose a fundraising mechanism that will help artists to gain financial support for their initiatives, and where the backers can receive a share of the profits in exchange for their support. We discuss our prototype implementation using the SpartanGold framework. We then discuss how this system could be expanded to support large NFTs with the 0Chain blockchain, and describe how we could provide support for ongoing storage of these NFTs

    Fake Malware Generation Using HMM and GAN

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    In the past decade, the number of malware attacks have grown considerably and, more importantly, evolved. Many researchers have successfully integrated state-of-the-art machine learning techniques to combat this ever present and rising threat to information security. However, the lack of enough data to appropriately train these machine learning models is one big challenge that is still present. Generative modelling has proven to be very efficient at generating image-like synthesized data that can match the actual data distribution. In this paper, we aim to generate malware samples as opcode sequences and attempt to differentiate them from the real ones with the goal to build fake malware data that can be used to effectively train the machine learning models. We use and compare different Generative Adversarial Networks (GAN) algorithms and Hidden Markov Models (HMM) to generate such fake samples obtaining promising results

    Enhancement of perceived quality of service for voice over internet protocol systems

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    Voice over Internet Protocol (WIP) applications are becoming more and more popular in the telecommunication market. Packet switched V61P systems have many technical advantages over conventional Public Switched Telephone Network (PSTN), including its efficient and flexible use of the bandwidth, lower cost and enhanced security. However, due to the IP network's "Best Effort" nature, voice quality are not naturally guaranteed in the VoIP services. In fact, most current Vol]P services can not provide as good a voice quality as PSTN. IP Network impairments such as packet loss, delay and jitter affect perceived speech quality as do application layer impairment factors, such as codec rate and audio features. Current perceived Quality of Service (QoS) methods are mainly designed to be used in a PSTN/TDM environment and their performance in V6IP environment is unknown. It is a challenge to measure perceived speech quality correctly in V61P system and to enhance user perceived speech quality for VoIP system. The main goal of this project is to evaluate the accuracy of the existing ITU-T speech quality measurement method (Perceptual Evaluation of Speech Quality - PESQ) in mobile wireless systems in the context of V61P, and to develop novel and efficient methods to enhance the user perceived speech quality for emerging V61P services especially in mobile V61P environment. The main contributions of the thesis are threefold: (1) A new discovery of PESQ errors in mobile VoIP environment. A detailed investigation of PESQ performance in mobile VoIP environment was undertaken and included setting up a PESQ performance evaluation platform and testing over 1800 mobile-to-mobile and mobileto- PSTN calls over a period of three months. The accuracy issues of PESQ algorithm was investigated and main problems causing inaccurate PESQ score (improper time-alignment in the PESQ algorithm) were discovered . Calibration issues for a safe and proper PESQ testing in mobile environment were also discussed in the thesis. (2) A new, simple-to-use, V611Pjit ter buffer algorithm. This was developed and implemented in a commercial mobile handset. The algorithm, called "Play Late Algorithm", adaptively alters the playout delay inside a speech talkspurt without introducing unnecessary extra end-to-end delay. It can be used as a front-end to conventional static or adaptive jitter buffer algorithms to provide improved performance. Results show that the proposed algorithm can increase user perceived quality without consuming too much processing power when tested in live wireless VbIP networks. (3) A new QoS enhancement scheme. The new scheme combines the strengths of adaptive codec bit rate (i. e. AMR 8-modes bit rate) and speech priority marking (i. e. giving high priority for the beginning of a voiced segment). The results gathered on a simulation and emulation test platform shows that the combined method provides a better user perceived speech quality than separate adaptive sender bit rate or packet priority marking methods

    OL3 - Javascript library for 3D scenes

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    Dissertação de mestrado em Engenharia de InformáticaThe main purpose of this thesis is the implementation of an open source JavaScript library for the navigation of dynamic three-dimensional scenes through the browser, using asynchronous data from different servers and without the need for plugins. Due to the recent developments of Hypertext Markup Language (HTML)5 and the new capabilities of JavaScript for supporting 3D graphics using Web Graphics Library (WebGL), users can now break free from the traditional two dimensional web, and experience three-dimensional scenes through the browser. Using these new specifications a library for the visualisation and navigation of three-dimensional scenes is a step towards a more immersive experience of the web. The library should be capable of loading geometry data from servers asynchronously and provide tools for a free and immersive navigation of the scenes obtained from the server. The library was developed and most functionalities were implemented, such as asynchronous loading of data and navigation. Data management is partly implemented, as there are still some issues regarding the overlapping of geometry, but the issue is well defined and a solution is nearly implemented. Overall, the library has it’s strong points and issues, yet it is almost ready to be usable. Further work is still required and additional possibilities and functions can be studied and implemented.O objetivo desta tese é a implementação de uma biblioteca JavaScript open source para a navegação de cenas tridimensionais dinâmicas através do browser, utilizando dados assíncronos de diferentes servidores e sem a necessidade de plugins. Tendo em conta os recentes desenvolvimentos do HTML5 e as novas capacidades do JavaScript para suportar gráficos 3D recorrendo ao WebGL, os utilizadores podem agora libertar-se da barreira bidimensional da web tradicional, e experiênciar cenas tridimensionais através do browser. Utilizando estas novas especificações, uma biblioteca para a navegação e visualização de cenas tridimensionais é um passo em frente para uma experiência mais imersiva da web. A biblioteca deve ser capaz de carregar geometria a partir de servidores assincronamente e fornecer ferramentas para uma navegação livre e imersiva das cenas obtidas do servidor. A biblioteca foi desenvolvida e a maioria das funcionalidades foram implementadas tais como carregamento de dados assíncronos e navegação. Gestão dos dados está parcialmente implementada, no entanto ainda existem algumas falhas no sobreposicionamento de geometria, no entanto a falha está bem definida e uma solução está prestes a ser implementada. De um ponto de vista geral, a biblioteca tem pontos fortes e algumas falhas, no entanto está quase pronta a ser utilizada. Trabalho futuro ainda é preciso, tal como o estudo de novas funcionalidades e a sua implementação

    Broadcasting services amendment (Media Ownership) Bill 2006 and related bills

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    To help better explore the potential implications associated with the proposed legislation, we conducted a survey of 919 WA television viewers drawing from our TV Panel of 3000 viewers. Our panel has been recruited from a variety of sources including through lists acquired through marketing research firms, as well as direct mail and newspaper advertising recruitment drives. In many ways, our panel is better informed regarding future possibilities because they participate in regular studies where such scenarios are tested. In this way, the panel is better positioned to understand potential futures
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