2,147 research outputs found

    Secure and efficient storage of multimedia: content in public cloud environments using joint compression and encryption

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    The Cloud Computing is a paradigm still with many unexplored areas ranging from the technological component to the de nition of new business models, but that is revolutionizing the way we design, implement and manage the entire infrastructure of information technology. The Infrastructure as a Service is the delivery of computing infrastructure, typically a virtual data center, along with a set of APIs that allow applications, in an automatic way, can control the resources they wish to use. The choice of the service provider and how it applies to their business model may lead to higher or lower cost in the operation and maintenance of applications near the suppliers. In this sense, this work proposed to carry out a literature review on the topic of Cloud Computing, secure storage and transmission of multimedia content, using lossless compression, in public cloud environments, and implement this system by building an application that manages data in public cloud environments (dropbox and meocloud). An application was built during this dissertation that meets the objectives set. This system provides the user a wide range of functions of data management in public cloud environments, for that the user only have to login to the system with his/her credentials, after performing the login, through the Oauth 1.0 protocol (authorization protocol) is generated an access token, this token is generated only with the consent of the user and allows the application to get access to data/user les without having to use credentials. With this token the framework can now operate and unlock the full potential of its functions. With this application is also available to the user functions of compression and encryption so that user can make the most of his/her cloud storage system securely. The compression function works using the compression algorithm LZMA being only necessary for the user to choose the les to be compressed. Relatively to encryption it will be used the encryption algorithm AES (Advanced Encryption Standard) that works with a 128 bit symmetric key de ned by user. We build the research into two distinct and complementary parts: The rst part consists of the theoretical foundation and the second part is the development of computer application where the data is managed, compressed, stored, transmitted in various environments of cloud computing. The theoretical framework is organized into two chapters, chapter 2 - Background on Cloud Storage and chapter 3 - Data compression. Sought through theoretical foundation demonstrate the relevance of the research, convey some of the pertinent theories and input whenever possible, research in the area. The second part of the work was devoted to the development of the application in cloud environment. We showed how we generated the application, presented the features, advantages, and safety standards for the data. Finally, we re ect on the results, according to the theoretical framework made in the rst part and platform development. We think that the work obtained is positive and that ts the goals we set ourselves to achieve. This research has some limitations, we believe that the time for completion was scarce and the implementation of the platform could bene t from the implementation of other features.In future research it would be appropriate to continue the project expanding the capabilities of the application, test the operation with other users and make comparative tests.A Computação em nuvem é um paradigma ainda com muitas áreas por explorar que vão desde a componente tecnológica à definição de novos modelos de negócio, mas que está a revolucionar a forma como projetamos, implementamos e gerimos toda a infraestrutura da tecnologia da informação. A Infraestrutura como Serviço representa a disponibilização da infraestrutura computacional, tipicamente um datacenter virtual, juntamente com um conjunto de APls que permitirá que aplicações, de forma automática, possam controlar os recursos que pretendem utilizar_ A escolha do fornecedor de serviços e a forma como este aplica o seu modelo de negócio poderão determinar um maior ou menor custo na operacionalização e manutenção das aplicações junto dos fornecedores. Neste sentido, esta dissertação propôs· se efetuar uma revisão bibliográfica sobre a temática da Computação em nuvem, a transmissão e o armazenamento seguro de conteúdos multimédia, utilizando a compressão sem perdas, em ambientes em nuvem públicos, e implementar um sistema deste tipo através da construção de uma aplicação que faz a gestão dos dados em ambientes de nuvem pública (dropbox e meocloud). Foi construída uma aplicação no decorrer desta dissertação que vai de encontro aos objectivos definidos. Este sistema fornece ao utilizador uma variada gama de funções de gestão de dados em ambientes de nuvem pública, para isso o utilizador tem apenas que realizar o login no sistema com as suas credenciais, após a realização de login, através do protocolo Oauth 1.0 (protocolo de autorização) é gerado um token de acesso, este token só é gerado com o consentimento do utilizador e permite que a aplicação tenha acesso aos dados / ficheiros do utilizador ~em que seja necessário utilizar as credenciais. Com este token a aplicação pode agora operar e disponibilizar todo o potencial das suas funções. Com esta aplicação é também disponibilizado ao utilizador funções de compressão e encriptação de modo a que possa usufruir ao máximo do seu sistema de armazenamento cloud com segurança. A função de compressão funciona utilizando o algoritmo de compressão LZMA sendo apenas necessário que o utilizador escolha os ficheiros a comprimir. Relativamente à cifragem utilizamos o algoritmo AES (Advanced Encryption Standard) que funciona com uma chave simétrica de 128bits definida pelo utilizador. Alicerçámos a investigação em duas partes distintas e complementares: a primeira parte é composta pela fundamentação teórica e a segunda parte consiste no desenvolvimento da aplicação informática em que os dados são geridos, comprimidos, armazenados, transmitidos em vários ambientes de computação em nuvem. A fundamentação teórica encontra-se organizada em dois capítulos, o capítulo 2 - "Background on Cloud Storage" e o capítulo 3 "Data Compression", Procurámos, através da fundamentação teórica, demonstrar a pertinência da investigação. transmitir algumas das teorias pertinentes e introduzir, sempre que possível, investigações existentes na área. A segunda parte do trabalho foi dedicada ao desenvolvimento da aplicação em ambiente "cloud". Evidenciámos o modo como gerámos a aplicação, apresentámos as funcionalidades, as vantagens. Por fim, refletimos sobre os resultados , de acordo com o enquadramento teórico efetuado na primeira parte e o desenvolvimento da plataforma. Pensamos que o trabalho obtido é positivo e que se enquadra nos objetivos que nos propusemos atingir. Este trabalho de investigação apresenta algumas limitações, consideramos que o tempo para a sua execução foi escasso e a implementação da plataforma poderia beneficiar com a implementação de outras funcionalidades. Em investigações futuras seria pertinente dar continuidade ao projeto ampliando as potencialidades da aplicação, testar o funcionamento com outros utilizadores e efetuar testes comparativos.Fundação para a Ciência e a Tecnologia (FCT

    High-performance compression of visual information - A tutorial review - Part I : Still Pictures

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    Digital images have become an important source of information in the modern world of communication systems. In their raw form, digital images require a tremendous amount of memory. Many research efforts have been devoted to the problem of image compression in the last two decades. Two different compression categories must be distinguished: lossless and lossy. Lossless compression is achieved if no distortion is introduced in the coded image. Applications requiring this type of compression include medical imaging and satellite photography. For applications such as video telephony or multimedia applications, some loss of information is usually tolerated in exchange for a high compression ratio. In this two-part paper, the major building blocks of image coding schemes are overviewed. Part I covers still image coding, and Part II covers motion picture sequences. In this first part, still image coding schemes have been classified into predictive, block transform, and multiresolution approaches. Predictive methods are suited to lossless and low-compression applications. Transform-based coding schemes achieve higher compression ratios for lossy compression but suffer from blocking artifacts at high-compression ratios. Multiresolution approaches are suited for lossy as well for lossless compression. At lossy high-compression ratios, the typical artifact visible in the reconstructed images is the ringing effect. New applications in a multimedia environment drove the need for new functionalities of the image coding schemes. For that purpose, second-generation coding techniques segment the image into semantically meaningful parts. Therefore, parts of these methods have been adapted to work for arbitrarily shaped regions. In order to add another functionality, such as progressive transmission of the information, specific quantization algorithms must be defined. A final step in the compression scheme is achieved by the codeword assignment. Finally, coding results are presented which compare stateof- the-art techniques for lossy and lossless compression. The different artifacts of each technique are highlighted and discussed. Also, the possibility of progressive transmission is illustrated

    Latent space models for multidimensional network data

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    Network data are any relational data recorded among a group of individuals, the nodes. When multiple relations are recorded among the same set of nodes, a more complex object arises, which we refer to as “multidimensional network”, or “multiplex”, where different relations corresponding to different networks. In the past, statistical analysis of networks has mainly focused on single-relation network data, referring to a single relation of interest. Only in recent years statistical models specifically tailored for multiplex data begun to be developed. In this context, only a few works have been introduced in the literature with the aim at extending the latent space modeling framework to multiplex data. Such framework postulates that nodes may be characterized by latent positions in a p-dimensional Euclidean space and that the presence/absence of an edge between any two nodes depends on such positions. When considering multidimensional network data, latent space models can help capture the associations between the nodes and summarize the observed structure in the different networks composing a multiplex. This dissertation discusses some latent space models for multidimensional network data, to account for different features that observed multiplex data may present. A first proposal allows to jointly represent the different networks into a single latent space, so that average similarities between the nodes may be captured as proximities in such space. A second work introduces a class of latent space models with node-specific effects, in order to deal with different degrees of heterogeneity within and between networks in multiplex data, corresponding to different types of node-specific behaviours. A third work addresses the issue of clustering of the nodes in the latent space, a frequently observed feature in many real world network and multidimensional network data. Here, clusters of nodes in the latent space correspond to communities of nodes in the multiplex. The proposed models are illustrated both via simulation studies and real world applications, to study their perfomances and abilities

    Software for evaluating probability-based integrity of reinforced concrete structures

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    In recent years, much research work has been carried out in order to obtain a more controlled durability and long-term performance of concrete structures in chloride containing environment. In particular, the development of new procedures for probability-based durability design has proved to give a more realistic basis for the analysis. Although there is still a lack of relevant data, this approach has been successfully applied to several new concrete structures, where requirements to a more controlled durability and service life have been specified. A probability-based durability analysis has also become an important and integral part of condition assessment of existing concrete structures in chloride containing environment. In order to facilitate the probability-based durability analysis, a software named DURACON has been developed, where the probabilistic approach is based on a Monte Carlo simulation. In the present paper, the software for the probability-based durability analysis is briefly described and used in order to demonstrate the importance of the various durability parameters affecting the durability of concrete structures in chloride containing environment

    The design and practical implementation of a six-phase induction motor

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    This thesis presents a re-designed conventional three phase 5-hp squirrel cage, 4-pole, 48 slots induction motor to a six-phase induction motor (SPIM). It also presents the in-depth of a single layer winding of a three-phase motor that was re-design to the six-phase split winding layout which was practically explained to the understanding of both the engineers and the technicians who normally find it difficult with windings of electrical machines. The optimized re-designed SPIM is presented in the MATLAB/Simulink environment to perform a comparative assessment of the different phase loss scenarios of the six-phase configuration with respect to the six-phase healthy case and its conventional three-phase induction motor. The result shows a comparative benefit of the six-phase induction motor over the three-phase induction motor; in such that in the near future because of its effective way to provide a higher reliability and sustainability under the loss of phase/phases condition it will be practically applied in the power driven devices/machines like in the area of Electric Vehicles, etc

    Cost-Sensitive Classification: Empirical Evaluation of a Hybrid Genetic Decision Tree Induction Algorithm

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    This paper introduces ICET, a new algorithm for cost-sensitive classification. ICET uses a genetic algorithm to evolve a population of biases for a decision tree induction algorithm. The fitness function of the genetic algorithm is the average cost of classification when using the decision tree, including both the costs of tests (features, measurements) and the costs of classification errors. ICET is compared here with three other algorithms for cost-sensitive classification - EG2, CS-ID3, and IDX - and also with C4.5, which classifies without regard to cost. The five algorithms are evaluated empirically on five real-world medical datasets. Three sets of experiments are performed. The first set examines the baseline performance of the five algorithms on the five datasets and establishes that ICET performs significantly better than its competitors. The second set tests the robustness of ICET under a variety of conditions and shows that ICET maintains its advantage. The third set looks at ICET's search in bias space and discovers a way to improve the search.Comment: See http://www.jair.org/ for any accompanying file

    High throughput image compression and decompression on GPUs

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    Diese Arbeit befasst sich mit der Entwicklung eines GPU-freundlichen, intra-only, Wavelet-basierten Videokompressionsverfahrens mit hohem Durchsatz, das für visuell verlustfreie Anwendungen optimiert ist. Ausgehend von der Beobachtung, dass der JPEG 2000 Entropie-Kodierer ein Flaschenhals ist, werden verschiedene algorithmische Änderungen vorgeschlagen und bewertet. Zunächst wird der JPEG 2000 Selective Arithmetic Coding Mode auf der GPU realisiert, wobei sich die Erhöhung des Durchsatzes hierdurch als begrenzt zeigt. Stattdessen werden zwei nicht standard-kompatible Änderungen vorgeschlagen, die (1) jede Bitebebene in nur einem einzelnen Pass verarbeiten (Single-Pass-Modus) und (2) einen echten Rohcodierungsmodus einführen, der sample-weise parallelisierbar ist und keine aufwendige Kontextmodellierung erfordert. Als nächstes wird ein alternativer Entropiekodierer aus der Literatur, der Bitplane Coder with Parallel Coefficient Processing (BPC-PaCo), evaluiert. Er gibt Signaladaptivität zu Gunsten von höherer Parallelität auf und daher wird hier untersucht und gezeigt, dass ein aus verschiedensten Testsequenzen gemitteltes statisches Wahrscheinlichkeitsmodell eine kompetitive Kompressionseffizienz erreicht. Es wird zudem eine Kombination von BPC-PaCo mit dem Single-Pass-Modus vorgeschlagen, der den Speedup gegenüber dem JPEG 2000 Entropiekodierer von 2,15x (BPC-PaCo mit zwei Pässen) auf 2,6x (BPC-PaCo mit Single-Pass-Modus) erhöht auf Kosten eines um 0,3 dB auf 1,0 dB erhöhten Spitzen-Signal-Rausch-Verhältnis (PSNR). Weiter wird ein paralleler Algorithmus zur Post-Compression Ratenkontrolle vorgestellt sowie eine parallele Codestream-Erstellung auf der GPU. Es wird weiterhin ein theoretisches Laufzeitmodell formuliert, das es durch Benchmarking von einer GPU ermöglicht die Laufzeit einer Routine auf einer anderen GPU vorherzusagen. Schließlich wird der erste JPEG XS GPU Decoder vorgestellt und evaluiert. JPEG XS wurde als Low Complexity Codec konzipiert und forderte erstmals explizit GPU-Freundlichkeit bereits im Call for Proposals. Ab Bitraten über 1 bpp ist der Decoder etwa 2x schneller im Vergleich zu JPEG 2000 und 1,5x schneller als der schnellste hier vorgestellte Entropiekodierer (BPC-PaCo mit Single-Pass-Modus). Mit einer GeForce GTX 1080 wird ein Decoder Durchsatz von rund 200 fps für eine UHD-4:4:4-Sequenz erreicht.This work investigates possibilities to create a high throughput, GPU-friendly, intra-only, Wavelet-based video compression algorithm optimized for visually lossless applications. Addressing the key observation that JPEG 2000’s entropy coder is a bottleneck and might be overly complex for a high bit rate scenario, various algorithmic alterations are proposed. First, JPEG 2000’s Selective Arithmetic Coding mode is realized on the GPU, but the gains in terms of an increased throughput are shown to be limited. Instead, two independent alterations not compliant to the standard are proposed, that (1) give up the concept of intra-bit plane truncation points and (2) introduce a true raw-coding mode that is fully parallelizable and does not require any context modeling. Next, an alternative block coder from the literature, the Bitplane Coder with Parallel Coefficient Processing (BPC-PaCo), is evaluated. Since it trades signal adaptiveness for increased parallelism, it is shown here how a stationary probability model averaged from a set of test sequences yields competitive compression efficiency. A combination of BPC-PaCo with the single-pass mode is proposed and shown to increase the speedup with respect to the original JPEG 2000 entropy coder from 2.15x (BPC-PaCo with two passes) to 2.6x (proposed BPC-PaCo with single-pass mode) at the marginal cost of increasing the PSNR penalty by 0.3 dB to at most 1 dB. Furthermore, a parallel algorithm is presented that determines the optimal code block bit stream truncation points (given an available bit rate budget) and builds the entire code stream on the GPU, reducing the amount of data that has to be transferred back into host memory to a minimum. A theoretical runtime model is formulated that allows, based on benchmarking results on one GPU, to predict the runtime of a kernel on another GPU. Lastly, the first ever JPEG XS GPU-decoder realization is presented. JPEG XS was designed to be a low complexity codec and for the first time explicitly demanded GPU-friendliness already in the call for proposals. Starting at bit rates above 1 bpp, the decoder is around 2x faster compared to the original JPEG 2000 and 1.5x faster compared to JPEG 2000 with the fastest evaluated entropy coder (BPC-PaCo with single-pass mode). With a GeForce GTX 1080, a decoding throughput of around 200 fps is achieved for a UHD 4:4:4 sequence
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