1,228 research outputs found
Crowdfunding Non-fungible Tokens on the Blockchain
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
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
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
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
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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