2,585 research outputs found

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    A systematic review on machine learning models for online learning and examination systems

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    Examinations or assessments play a vital role in every student’s life; they determine their future and career paths. The COVID pandemic has left adverse impacts in all areas, including the academic field. The regularized classroom learning and face-to-face real-time examinations were not feasible to avoid widespread infection and ensure safety. During these desperate times, technological advancements stepped in to aid students in continuing their education without any academic breaks. Machine learning is a key to this digital transformation of schools or colleges from real-time to online mode. Online learning and examination during lockdown were made possible by Machine learning methods. In this article, a systematic review of the role of Machine learning in Lockdown Exam Management Systems was conducted by evaluating 135 studies over the last five years. The significance of Machine learning in the entire exam cycle from pre-exam preparation, conduction of examination, and evaluation were studied and discussed. The unsupervised or supervised Machine learning algorithms were identified and categorized in each process. The primary aspects of examinations, such as authentication, scheduling, proctoring, and cheat or fraud detection, are investigated in detail with Machine learning perspectives. The main attributes, such as prediction of at-risk students, adaptive learning, and monitoring of students, are integrated for more understanding of the role of machine learning in exam preparation, followed by its management of the post-examination process. Finally, this review concludes with issues and challenges that machine learning imposes on the examination system, and these issues are discussed with solutions

    Referee-based architectures for massively multiplayer online games

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    Network computer games are played amongst players on different hosts across the Internet. Massively Multiplayer Online Games (MMOG) are network games in which thousands of players participate simultaneously in each instance of the virtual world. Current commercial MMOG use a Client/Server (C/S) architecture in which the server simulates and validates the game, and notifies players about the current game state. While C/S is very popular, it has several limitations: (i) C/S has poor scalability as the server is a bandwidth and processing bottleneck; (ii) all updates must be routed through the server, reducing responsiveness; (iii) players with lower client-to-server delay than their opponents have an unfair advantage as they can respond to game events faster; and (iv) the server is a single point of failure.The Mirrored Server (MS) architecture uses multiple mirrored servers connected via a private network. MS achieves better scalability, responsiveness, fairness, and reliability than C/S; however, as updates are still routed through the mirrored servers the problems are not eliminated. P2P network game architectures allow players to exchange updates directly, maximising scalability, responsiveness, and fairness, while removing the single point of failure. However, P2P games are vulnerable to cheating. Several P2P architectures have been proposed to detect and/or prevent game cheating. Nevertheless, they only address a subset of cheating methods. Further, these solutions require costly distributed validation algorithms that increase game delay and bandwidth, and prevent players with high latency from participating.In this thesis we propose a new cheat classification that reflects the levels in which the cheats occur: game, application, protocol, or infrastructure. We also propose three network game architectures: the Referee Anti-Cheat Scheme (RACS), the Mirrored Referee Anti-Cheat Scheme (MRACS), and the Distributed Referee Anti-Cheat Scheme (DRACS); which maximise game scalability, responsiveness, and fairness, while maintaining cheat detection/prevention equal to that in C/S. Each proposed architecture utilises one or more trusted referees to validate the game simulation - similar to the server in C/S - while allowing players to exchange updates directly - similar to peers in P2P.RACS is a hybrid C/S and P2P architecture that improves C/S by using a referee in the server. RACS allows honest players to exchange updates directly between each other, with a copy sent to the referee for validation. By allowing P2P communication RACS has better responsiveness and fairness than C/S. Further, as the referee is not required to forward updates it has better bandwidth and processing scalability. The RACS protocol could be applied to any existing C/S game. Compared to P2P protocols RACS has lower delay, and allows players with high delay to participate. Like in many P2P architectures, RACS divides time into rounds. We have proposed two efficient solutions to find the optimal round length such that the total system delay is minimised.MRACS combines the RACS and MS architectures. A referee is used at each mirror to validate player updates, while allowing players to exchange updates directly. By using multiple mirrored referees the bandwidth required by each referee, and the player-to mirror delays, are reduced; improving the scalability, responsiveness and fairness of RACS, while removing its single point of failure. Direct communication MRACS improves MS in terms of its responsiveness, fairness, and scalability. To maximise responsiveness, we have defined and solved the Client-to-Mirror Assignment (CMA) problem to assign clients to mirrors such that the total delay is minimised, and no mirror is overloaded. We have proposed two sets of efficient solutions: the optimal J-SA/L-SA and the faster heuristic J-Greedy/L-Greedy to solve CMA.DRACS uses referees distributed to player hosts to minimise the publisher / developer infrastructure, and maximise responsiveness and/or fairness. To prevent colluding players cheating DRACS requires every update to be validated by multiple unaffiliated referees, providing cheat detection / prevention equal to that in C/S. We have formally defined the Referee Selection Problem (RSP) to select a set of referees from the untrusted peers such that responsiveness and/or fairness are maximised, while ensuring the probability of the majority of referees colluding is below a pre-defined threshold. We have proposed two efficient algorithms, SRS-1 and SRS-2, to solve the problem.We have evaluated the performances of RACS, MRACS, and DRACS analytically and using simulations. We have shown analytically that RACS, MRACS and DRACS have cheat detection/prevention equivalent to that in C/S. Our analysis shows that RACS has better scalability and responsiveness than C/S; and that MRACS has better scalability and responsiveness than C/S, RACS, and MS. As there is currently no publicly available traces from MMOG we have constructed artificial and realistic inputs. We have used these inputs on all simulations in this thesis to show the benefits of our proposed architectures and algorithms

    Enhancing trustability in MMOGs environments

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    Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds (VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more autonomic, security, and trust mechanisms in a way similar to humans do in the real life world. As known, this is a difficult matter because trusting in humans and organizations depends on the perception and experience of each individual, which is difficult to quantify or measure. In fact, these societal environments lack trust mechanisms similar to those involved in humans-to-human interactions. Besides, interactions mediated by compute devices are constantly evolving, requiring trust mechanisms that keep the pace with the developments and assess risk situations. In VW/MMOGs, it is widely recognized that users develop trust relationships from their in-world interactions with others. However, these trust relationships end up not being represented in the data structures (or databases) of such virtual worlds, though they sometimes appear associated to reputation and recommendation systems. In addition, as far as we know, the user is not provided with a personal trust tool to sustain his/her decision making while he/she interacts with other users in the virtual or game world. In order to solve this problem, as well as those mentioned above, we propose herein a formal representation of these personal trust relationships, which are based on avataravatar interactions. The leading idea is to provide each avatar-impersonated player with a personal trust tool that follows a distributed trust model, i.e., the trust data is distributed over the societal network of a given VW/MMOG. Representing, manipulating, and inferring trust from the user/player point of view certainly is a grand challenge. When someone meets an unknown individual, the question is “Can I trust him/her or not?”. It is clear that this requires the user to have access to a representation of trust about others, but, unless we are using an open source VW/MMOG, it is difficult —not to say unfeasible— to get access to such data. Even, in an open source system, a number of users may refuse to pass information about its friends, acquaintances, or others. Putting together its own data and gathered data obtained from others, the avatar-impersonated player should be able to come across a trust result about its current trustee. For the trust assessment method used in this thesis, we use subjective logic operators and graph search algorithms to undertake such trust inference about the trustee. The proposed trust inference system has been validated using a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy increase in evaluating trustability of avatars. Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g., graph search methods), on an individual basis, rather than based on usual centralized reputation systems. In particular, and unlike other trust discovery methods, our methods run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft), mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo, Facebook) necessitam de mecanismos de confiança mais autónomos, capazes de assegurar a segurança e a confiança de uma forma semelhante à que os seres humanos utilizam na vida real. Como se sabe, esta não é uma questão fácil. Porque confiar em seres humanos e ou organizações depende da percepção e da experiência de cada indivíduo, o que é difícil de quantificar ou medir à partida. Na verdade, esses ambientes sociais carecem dos mecanismos de confiança presentes em interacções humanas presenciais. Além disso, as interacções mediadas por dispositivos computacionais estão em constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da evolução para avaliar situações de risco. Em VW/MMOGs, é amplamente reconhecido que os utilizadores desenvolvem relações de confiança a partir das suas interacções no mundo com outros. No entanto, essas relações de confiança acabam por não ser representadas nas estruturas de dados (ou bases de dados) do VW/MMOG específico, embora às vezes apareçam associados à reputação e a sistemas de reputação. Além disso, tanto quanto sabemos, ao utilizador não lhe é facultado nenhum mecanismo que suporte uma ferramenta de confiança individual para sustentar o seu processo de tomada de decisão, enquanto ele interage com outros utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como os mencionados acima, propomos nesta tese uma representação formal para essas relações de confiança pessoal, baseada em interacções avatar-avatar. A ideia principal é fornecer a cada jogador representado por um avatar uma ferramenta de confiança pessoal que segue um modelo de confiança distribuída, ou seja, os dados de confiança são distribuídos através da rede social de um determinado VW/MMOG. Representar, manipular e inferir a confiança do ponto de utilizador/jogador, é certamente um grande desafio. Quando alguém encontra um indivíduo desconhecido, a pergunta é “Posso confiar ou não nele?”. É claro que isto requer que o utilizador tenha acesso a uma representação de confiança sobre os outros, mas, a menos que possamos usar uma plataforma VW/MMOG de código aberto, é difícil — para não dizer impossível — obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de código aberto, um número de utilizadores pode recusar partilhar informações sobre seus amigos, conhecidos, ou sobre outros. Ao juntar seus próprios dados com os dados obtidos de outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir. Relativamente ao método de avaliação de confiança empregue nesta tese, utilizamos lógica subjectiva para a representação da confiança, e também operadores lógicos da lógica subjectiva juntamente com algoritmos de procura em grafos para empreender o processo de inferência da confiança relativamente a outro utilizador. O sistema de inferência de confiança proposto foi validado através de um número de cenários Open-Simulator (opensimulator.org), que mostrou um aumento na precisão na avaliação da confiança de avatares. Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos virtuais, conjuntamente com métricas de avaliação de confiança (por exemplo, a lógica subjectiva) e em métodos de procura de caminhos de confiança (com por exemplo, através de métodos de pesquisa em grafos), partindo de uma base individual, em vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao contrário de outros métodos de determinação do grau de confiança, os nossos métodos são executados em tempo real

    Service Quality Assessment for Cloud-based Distributed Data Services

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    The issue of less-than-100% reliability and trust-worthiness of third-party controlled cloud components (e.g., IaaS and SaaS components from different vendors) may lead to laxity in the QoS guarantees offered by a service-support system S to various applications. An example of S is a replicated data service to handle customer queries with fault-tolerance and performance goals. QoS laxity (i.e., SLA violations) may be inadvertent: say, due to the inability of system designers to model the impact of sub-system behaviors onto a deliverable QoS. Sometimes, QoS laxity may even be intentional: say, to reap revenue-oriented benefits by cheating on resource allocations and/or excessive statistical-sharing of system resources (e.g., VM cycles, number of servers). Our goal is to assess how well the internal mechanisms of S are geared to offer a required level of service to the applications. We use computational models of S to determine the optimal feasible resource schedules and verify how close is the actual system behavior to a model-computed \u27gold-standard\u27. Our QoS assessment methods allow comparing different service vendors (possibly with different business policies) in terms of canonical properties: such as elasticity, linearity, isolation, and fairness (analogical to a comparative rating of restaurants). Case studies of cloud-based distributed applications are described to illustrate our QoS assessment methods. Specific systems studied in the thesis are: i) replicated data services where the servers may be hosted on multiple data-centers for fault-tolerance and performance reasons; and ii) content delivery networks to geographically distributed clients where the content data caches may reside on different data-centers. The methods studied in the thesis are useful in various contexts of QoS management and self-configurations in large-scale cloud-based distributed systems that are inherently complex due to size, diversity, and environment dynamicity

    Towards secure message systems

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    Message systems, which transfer information from sender to recipient via communication networks, are indispensable to our modern society. The enormous user base of message systems and their critical role in information delivery make it the top priority to secure message systems. This dissertation focuses on securing the two most representative and dominant messages systems---e-mail and instant messaging (IM)---from two complementary aspects: defending against unwanted messages and ensuring reliable delivery of wanted messages.;To curtail unwanted messages and protect e-mail and instant messaging users, this dissertation proposes two mechanisms DBSpam and HoneyIM, which can effectively thwart e-mail spam laundering and foil malicious instant message spreading, respectively. DBSpam exploits the distinct characteristics of connection correlation and packet symmetry embedded in the behavior of spam laundering and utilizes a simple statistical method, Sequential Probability Ratio Test, to detect and break spam laundering activities inside a customer network in a timely manner. The experimental results demonstrate that DBSpam is effective in quickly and accurately capturing and suppressing e-mail spam laundering activities and is capable of coping with high speed network traffic. HoneyIM leverages the inherent characteristic of spreading of IM malware and applies the honey-pot technology to the detection of malicious instant messages. More specifically, HoneyIM uses decoy accounts in normal users\u27 contact lists as honey-pots to capture malicious messages sent by IM malware and suppresses the spread of malicious instant messages by performing network-wide blocking. The efficacy of HoneyIM has been validated through both simulations and real experiments.;To improve e-mail reliability, that is, prevent losses of wanted e-mail, this dissertation proposes a collaboration-based autonomous e-mail reputation system called CARE. CARE introduces inter-domain collaboration without central authority or third party and enables each e-mail service provider to independently build its reputation database, including frequently contacted and unacquainted sending domains, based on the local e-mail history and the information exchanged with other collaborating domains. The effectiveness of CARE on improving e-mail reliability has been validated through a number of experiments, including a comparison of two large e-mail log traces from two universities, a real experiment of DNS snooping on more than 36,000 domains, and extensive simulation experiments in a large-scale environment

    Online cheaters: Profiles and motivations of internet users who falsify their data online

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    The digital environment, which includes the Internet and social networks, is propitious for digital marketing. However, the collection, filtering and analysis of the enormous, constant flow of information on social networks is a major challenge for both academics and practitioners. The aim of this research is to assist the process of filtering the personal information provided by users when registering online, and to determine which user profiles lie the most, and why. This entailed conducting three different studies. Study 1 estimates the percentage of Spanish users by stated sex and generation who lie the most when registering their personal data by analysing a database of 5,534,702 participants in online sweepstakes and quizzes using a combination of error detection algorithms, and a test of differences in proportions to measure the profiles of the most fraudulent users. Estimates show that some user profiles are more inclined to make mistakes and others to forge data intentionally, the latter being the majority. The groups that are most likely to supply incorrect data are older men and younger women. Study 2 explores the main motivations for intentionally providing false information, and finds that the most common reasons are related to amusement, such as playing pranks, and lack of faith in the company's data privacy and security measures. These results will enable academics and companies to improve mechanisms to filter out cheaters and avoid including them in their databases
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