719,997 research outputs found

    Internet Protocol version 6 and the future of home networking

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    Home networking will be more of a necessity in the future than it is today. The homes of the future will make our lives easier in many ways. As microprocessors become less expensive and require less power they will be implanted into many of the common household items used everyday. Appliances and components will evolve into smart devices that communicate with each other. Connecting these devices will become more important as devices incorporate new technologies. It will be necessary to build a network that can handle the needs of this type of computing environment. The home networks of the future will require many of the same features that can be found in today\u27s corporate networks. However, there will be four issues that will determine the level of success of implementing home networks. The first issue is the increase in volume of the devices accessing and utilizing the Internet. Security will be a high priority for homeowners, since the data that accumulates and circulates in and out of the home is sensitive and personal. The third critical issue is ease of use, because the average homeowner does not have the skills necessary to configure and maintain networks. The last issue that will be important in the home is the increased need for bandwidth and the ability to accommodate all types of data traffic. There is no doubt that the Internet Protocol will be important in future home networks. Some proponents of IP say IP over everything The trend has been finding new ways of making IP the answer to all types of voice and data communications. Initially the Internet Protocol was designed for a specific application. Over time, IPv4 has been able to successfully adapt to the changing needs and demands of the Internet. At one point in the early 90\u27s, it was feared that IPv4 would not be able to meet the future needs. As a result, The Internet Engineering Task Force (IETF) developed a next generation Internet Protocol, referred to as Internet Protocol version 6. In the meantime, new fixes to old IPv4 problems have been temporarily halted. The implementation of IPv6 has been extremely slow since the imminent danger of declining address space has been temporarily addressed. IP version 6 has many new features built into the protocol that will streamline and enhance many aspects of the network, but these features alone may not be enough to cause the displacement of the massive infrastructure of IPv4. Will IPv6 be better at handling the demands of the home networks of the future, or will the additions and updates for IPv4 be sufficient? What are some of the resolutions that are being developed or are already implemented for the key issues in home networks- the increasing number of devices, security, ease of use and data flow

    Notes From the New World: The Future of the Internet, Editors\u27 Foreword

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    Approaches for Future Internet architecture design and Quality of Experience (QoE) Control

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    Researching a Future Internet capable of overcoming the current Internet limitations is a strategic investment. In this respect, this paper presents some concepts that can contribute to provide some guidelines to overcome the above-mentioned limitations. In the authors' vision, a key Future Internet target is to allow applications to transparently, efficiently and flexibly exploit the available network resources with the aim to match the users' expectations. Such expectations could be expressed in terms of a properly defined Quality of Experience (QoE). In this respect, this paper provides some approaches for coping with the QoE provision problem

    The problems and challenges of managing crowd sourced audio-visual evidence

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    A number of recent incidents, such as the Stanley Cup Riots, the uprisings in the Middle East and the London riots have demonstrated the value of crowd sourced audio-visual evidence wherein citizens submit audio-visual footage captured on mobile phones and other devices to aid governmental institutions, responder agencies and law enforcement authorities to confirm the authenticity of incidents and, in the case of criminal activity, to identify perpetrators. The use of such evidence can present a significant logistical challenge to investigators, particularly because of the potential size of data gathered through such mechanisms and the added problems of time-lining disparate sources of evidence and, subsequently, investigating the incident(s). In this paper we explore this problem and, in particular, outline the pressure points for an investigator. We identify and explore a number of particular problems related to the secure receipt of the evidence, imaging, tagging and then time-lining the evidence, and the problem of identifying duplicate and near duplicate items of audio-visual evidence

    The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: the development of the IGD-20 Test

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    Background: Over the last decade, there has been growing concern about ‘gaming addiction’ and its widely documented detrimental impacts on a minority of individuals that play excessively. The latest (fifth) edition of the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included nine criteria for the potential diagnosis of Internet Gaming Disorder (IGD) and noted that it was a condition that warranted further empirical study. Aim: The main aim of this study was to develop a valid and reliable standardised psychometrically robust tool in addition to providing empirically supported cut-off points. Methods: A sample of 1003 gamers (85.2% males; mean age 26 years) from 57 different countries were recruited via online gaming forums. Validity was assessed by confirmatory factor analysis (CFA), criterion-related validity, and concurrent validity. Latent profile analysis was also carried to distinguish disordered gamers from non-disordered gamers. Sensitivity and specificity analyses were performed to determine an empirical cut-off for the test. Results: The CFA confirmed the viability of IGD-20 Test with a six-factor structure (salience, mood modification, tolerance, withdrawal, conflict and relapse) for the assessment of IGD according to the nine criteria from DSM-5. The IGD-20 Test proved to be valid and reliable. According to the latent profile analysis, 5.3% of the total participants were classed as disordered gamers. Additionally, an optimal empirical cut-off of 71 points (out of 100) seemed to be adequate according to the sensitivity and specificity analyses carried

    Editorial

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    Superprocesses as models for information dissemination in the Future Internet

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    Future Internet will be composed by a tremendous number of potentially interconnected people and devices, offering a variety of services, applications and communication opportunities. In particular, short-range wireless communications, which are available on almost all portable devices, will enable the formation of the largest cloud of interconnected, smart computing devices mankind has ever dreamed about: the Proximate Internet. In this paper, we consider superprocesses, more specifically super Brownian motion, as a suitable mathematical model to analyse a basic problem of information dissemination arising in the context of Proximate Internet. The proposed model provides a promising analytical framework to both study theoretical properties related to the information dissemination process and to devise efficient and reliable simulation schemes for very large systems

    IPv6 Network Mobility

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    Network Authentication, Authorization, and Accounting has been used since before the days of the Internet as we know it today. Authentication asks the question, “Who or what are you?” Authorization asks, “What are you allowed to do?” And fi nally, accounting wants to know, “What did you do?” These fundamental security building blocks are being used in expanded ways today. The fi rst part of this two-part series focused on the overall concepts of AAA, the elements involved in AAA communications, and highlevel approaches to achieving specifi c AAA goals. It was published in IPJ Volume 10, No. 1[0]. This second part of the series discusses the protocols involved, specifi c applications of AAA, and considerations for the future of AAA

    Realization of Semantic Atom Blog

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    Web blog is used as a collaborative platform to publish and share information. The information accumulated in the blog intrinsically contains the knowledge. The knowledge shared by the community of people has intangible value proposition. The blog is viewed as a multimedia information resource available on the Internet. In a blog, information in the form of text, image, audio and video builds up exponentially. The multimedia information contained in an Atom blog does not have the capability, which is required by the software processes so that Atom blog content can be accessed, processed and reused over the Internet. This shortcoming is addressed by exploring OWL knowledge modeling, semantic annotation and semantic categorization techniques in an Atom blog sphere. By adopting these techniques, futuristic Atom blogs can be created and deployed over the Internet
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