52,484 research outputs found
Distributed storage manager system for synchronized and scalable AV services across networks
This article has been made available through the Brunel Open Access Publishing Fund - Copyright @ 2011 Hindawi Publishing CorporationThis paper provides an innovative solution, namely, the distributed storage manager that opens a new path for highly interactive and personalized services. The distributed storage manager provides an enhancement to the MHP storage management functionality acting as a value added middleware distributed across the network. The distributed storage manager system provides multiple protocol support for initializing and downloading both streamed and file-based content and provides optimum control mechanisms to organize the storing and retrieval of content that are remained accessible to other multiple heterogeneous devices
POPE: Partial Order Preserving Encoding
Recently there has been much interest in performing search queries over
encrypted data to enable functionality while protecting sensitive data. One
particularly efficient mechanism for executing such queries is order-preserving
encryption/encoding (OPE) which results in ciphertexts that preserve the
relative order of the underlying plaintexts thus allowing range and comparison
queries to be performed directly on ciphertexts. In this paper, we propose an
alternative approach to range queries over encrypted data that is optimized to
support insert-heavy workloads as are common in "big data" applications while
still maintaining search functionality and achieving stronger security.
Specifically, we propose a new primitive called partial order preserving
encoding (POPE) that achieves ideal OPE security with frequency hiding and also
leaves a sizable fraction of the data pairwise incomparable. Using only O(1)
persistent and non-persistent client storage for
, our POPE scheme provides extremely fast batch insertion
consisting of a single round, and efficient search with O(1) amortized cost for
up to search queries. This improved security and
performance makes our scheme better suited for today's insert-heavy databases.Comment: Appears in ACM CCS 2016 Proceeding
Utilizing a 3D game engine to develop a virtual design review system
A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects
Video Conferencing Tool
Video Conferencing Tool (VCT) is a web-based video chat application that allows users anywhere in the world to join real-time streaming video chat rooms. This product is similar to social networking sites that allow web-based video conferencing. The main advantage of VCT compared to existing tools is that it is easy to use and does not require users to download and set up additional hardware. Since this product is a browser-based solution, it allows users from multiple platforms like Windows, Linux, or Mac to join a chat room. My VCT allows users to create new public or private chat rooms or enter into existing chat rooms with the click of a button. VCT allows users to share their live audio and video to all users in the chat room. It also allows users to see the list of attendees in the chat room. VCT users can invite their friends to join video chat rooms by sending a link to their email. Friends can click the link and directly enter chat room without creating an account in VCT. The users also have the option of sending video messages to other users. Adobe Flash Media Server is used as the back end for developing this web site
Implementing a map based simulator for the location API for J2ME
The Java Location API for J2METM integrates generic positioning and orientation data with
persistent storage of landmark objects. It can be used to develop location based service
applications for small mobile devices, and these applications can be tested using simulation
environments. Currently the only simulation tools in the public domain are proprietary
mobile device simulators that are driven by GPS data log files, but it is sometimes useful to
be able to test location based services using interactive map-based tools. In addition, we
may need to experiment with extensions and changes to the standard API to support
additional services, requiring an open source environment. In this paper we describe the
implementation of an open source map-based simulation tool compatible with other
commonly used development and deployment tools
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