51 research outputs found
Dinamička distribucija sigurnosnih ključeva i koalicijski protokol IP adresa za mobilne ad hoc mreže
In mobile adhoc networks (MANETs) a tree-based dynamic address auto-configuration protocol (T-DAAP) is one of the best protocols designed for address assignment as far as the network throughput and packet delays are concerned. Moreover, MANET security is an important factor for many applications given that any node can listen to the channel and overhear the packets being transmitted. In this paper, we merge the address assignment with the security key delivery into one protocol, such that a node in the MANET is configured with IP address and security key simultaneously. To the best of our knowledge, no single protocol provides concurrent assignment of IP addresses and security keys for MANET nodes. The proposed method, which is based on T-DAAP, shows significant enhancements in the required control packets needed for assigning network nodes IP addresses and security keys, MAC layer packets, total end-to-end delay, and channel throughput over those obtained when using separate protocols. Additionally, it provides not only efficient security keys to the nodes from the first moment they join the network, but also secure delivery of the address and security key to all participating nodes. It is noteworthy to mention that providing a complete security model for MANET to detect and countermeasure network security threats and attacks is beyond the scope of our proposed protocol.Kod mobilnih ad hoc mreža (MANET) dinamički protokol za autokonfiguraciju adresa baziran na stablu (T-DAAP) je jedan od najboljih protokola dizajniranih za dodjelu adresa iz perspektive propusnosti mreže i i kašnjenja paketa. štoviše, sigurnost MANET-a je važan faktor za mnoge aplikacije s obzirom da bilo koji čvor može osluškivati kanal i slučajno čuti pakete koji se šalju. U ovom radu, dodjela adresa i dostava sigurnosnih ključeva spojeni su u jedan protokol tako da je čvor u MANET-u konfiguriran simultano s IP adresom i sigurnosnim ključem. Prema saznanjima autora, niti jedan postojeći protokol ne pruža istovremeno dodjeljivanje IP adrese i sigurnosnog ključa za MANET čvorove. Predložena metoda, koja se bazira na T-DAAP-u, pokazuje značajna poboljšanja u odnosu na metode koje koriste odvojene porotokole, kod traženih kontrolnih paketa koji su potrebni za dodjeljivanje IP adresa i sigurnosnih ključeva čvorovima mreže, MAC paketa, ukupnog end-to-end kašnjenja i propusnosti kanala. Dodatno pruža ne samo efikasne sigurnosne ključeve čvorovima od trenutka kad se priključe mreži, nego i sigurno dostavljanje adrese i sigurnosnog ključa svim čvorovima koji sudjeluju u mreži. Važno je spomenuti da je pružanje cjelokupnog sigurnosnog modela za MANET koji detektira dodatno i protumjere prijetnjama i napadima na sigurnost mreže izvan dosega predloženog protokola
Guiding the Creation of Choreographed Processes with Multiple Instances Based on Data Models
Choreography in business processes is used as a mechanism
to communicate various organizations, by providing a method to isolate
the behaviour of each part and keeping the privacy of their data. Nev ertheless, choreography diagrams can also be necessary inside an orga nization when a single instance of a process needs to interact and be
synchronized with multiple instances of another process simultaneously.
The description, by business experts, and the implementation, by devel opers, of these choreographed models are highly complex, especially when
the activities involved in the processes exchange various data objects and
with different cardinalities. We propose the automatic detection of the
synchronization points, when a choreographed process model is needed.
The choreography will be derived from the analysis of the process model,
data objects consumed and generated through the process, and the data
conceptual model that relates the data objects. A graphical tool has been
developed to support where the synchronization points must be included,
helping to decide about the patterns that describe how a single model
can be transformed into a choreographed model.Ministerio de Ciencia y Tecnología TIN2015-63502-C3-2-
Deriving information from spatial sampling floor-based personnel detection system
Field of study: Electrical & computer engineering.Dr. Harry W. Tyrer, Thesis Supervisor.Includes vita."May 2017."Research has shown and identified a clear link between human gait characteristics and different medical conditions. Therefore, a change in certain gait parameters may be predictive of future falls and adverse events in older adults such as physical functional decline and fall risks. We describe a system that is unobtrusive and continuously monitors the gait during daily activities of elderly people. The early assessment of gait decline will benefit the senior by providing an indication of the risk of falls. We developed a low cost floor-based personnel detection system; we call a smart carpet, which consists of a sensor pad placed under a carpet; the electronics reads walking activity. The smart carpet systems is used as a component of an automated health monitoring system, which helps enable independent living for elderly people and provide a practical environment that improves quality of life, reduces healthcare costs and promotes independence. In this dissertation, we extended the functionalities of the smart carpet to improve its ability to detect falls, estimate gait parameters and compared it to GAITRite system. We counted number of people walking on the carpet in order to distinguish the plurality of people from fall event. Additionally we studied the characteristics and the behavior of the sensor's scavenged signal. Results showed that our system detects falls, using computational intelligence techniques, with 96.2% accuracy and 81% sensitivity and 97.8% specificity. The system reliably estimates the gait parameters; walking speed, stride length and stride time with percentage errors of 1.43%, -4.32%, and -5.73% respectively. Our system can count the number of people on the carpet with high accuracy, and we ran tests with up to four people. We were able to use computational features of the generated waveform, by extracting the Mel Frequency Cepstral Coefficients (MFCC), and using formal computation intelligence to distinguish different people with an average accuracy of 82%, given that the experiments were performed within the same day.Includes bibliographical references
Implementation of Internet Protocol Network Architecture for Effective bandwidth Allocation in a Multiparty, Multimedia Conferencing
Advances in multimedia technologies and development of overlay networks foster the opportunity for creating new value-added services over the current Internet. In this paper, a new service network architecture that supports multiparty multimedia conferencing applications, characteristics of which include multi-channel, high bandwidth and low delay tolerance has been proposed. The new service network architecture is built on an array of service nodes called Multiparty Processing Centers (MPCs) which constitute a service overlay network, serving as the infrastructure for multiparty conferencing, and are responsible for conferencing setup, media delivery and the provision of Quality of Service. In this paper, the main focus is on the bandwidth allocation management over the proposed service network. The analysis will determine the bandwidth demand for virtual links among the MPCs. Multimedia traffic is modeled as M/G/∞ input processes and divided into several classes, with the constraint that the aggregate effective bandwidth is within the link capacity times a prescribed utilization threshold
Skip Trie Matching for Real-Time OCR Output Error Corrrection on Smartphones
Many Visually Impaired individuals are managing their daily activities with the help of smartphones. While there are many vision-based mobile applications to identify products, there is a relative dearth of applications for extracting useful nutrition information. In this report, we study the performance of existing OCR systems available for the Android platform, and choose the best to extract the nutrition facts information from U.S grocery store packages. We then provide approaches to improve the results of text strings produced by the Tesseract OCR engine on image segments of nutrition tables automatically extracted by an Android 2.3.6 smartphone application using real-time video streams of grocery products. We also present an algorithm, called Skip Trie Matching (STM), for real-time OCR output error correction on smartphones. The algorithm’s performance is compared with Apache Lucene’s spell checker. Our evaluation indicates that the average run time of the STM algorithm is lower than Lucene’s. (68 pages
A HADOOP-ENABLED SENSOR-ORIENTED INFORMATION SYSTEM FOR KNOWLEDGE DISCOVERY ABOUT TARGET-OF-INTEREST
To obtain a real-time situational awareness about the specific behavior of targets-of-interest using large-scale sensory data-set, this paper presents a generic sensor-oriented information system based on Hadoop Ecosystem, which is denoted as SOIS-Hadoop for simplicity. Robotic heterogeneous sensor nodes bound by wireless sensor network are used to track things-of-interest. Hadoop Ecosystem enables highly scalable and fault-tolerant acquisition, fusion and storage, retrieval, and processing of sensory data. In addition, SOIS-Hadoop employs temporally and spatially dependent mathematical model to formulate the expected behavior of targets-of-interest, based on which the observed behavior of targets can be analyzed and evaluated. Using two real-world sensor-oriented information processing and analysis problems as examples, the mechanism of SOIS-Hadoop is also presented and validated in detail
Perceived self-efficacy in League of Legends
Treball Final de Grau en Psicologia. Codi: PS1048. Curs acadèmic 2014-2015La autoeficacia es un constructo con enorme importancia dentro del campo de la psicología.
Debido a esto, han sido muchos los autores que han intentado investigar sobre dicho
constructos en diferentes ámbitos de la vida. Aunque se encuentran numerosos estudios sobre
autoeficacia en el ámbito deportivo, e incluso en deportes específicos, no existen
investigaciones en lo que respecta a los e-sports. Por ello, el objetivo de este estudio piloto es
observar cómo afecta la autoeficacia percibida en un e-sport específico (League of Legends) en
el desarrollo de los jugadores dentro del juego. Se analizan para ello variables tales como la
clasificación, el rol de juego o la edad de los participantes. Se hizo uso de un cuestionario de
autoeficacia percibida en videojuegos, el cual se administró a 134 sujetos de diferentes
edades, clasificaciones y roles. Los resultados obtenidos no fueron del todo satisfactorios,
salvo en las diferencias en autoeficacia percibida en función de la edad, donde se observaron
diferencias significativas. No debemos olvidar que el presente estudio es únicamente un
trabajo piloto, por tanto, la intención es únicamente ser un punto de inicio para futuras
investigaciones no solo de autoeficacia en deportes electrónicos, también con cualquier otro
tipo de variable psicológica relevante.Self-efficacy is a construct with great importance in the field of psychology. Because of this, a
lot of authors have tried to investigate about this constructs in different walks of life. Although
there are numerous studies about self-efficacy in sports and even in specific sports, there is no
research in regards to e-sports. Therefore, the aim of this pilot study is to observe how it
affects self-efficacy in a specific e-sport (League of Legends) in the development of players in
the game. Variables such as classification, role playing or the age of the participants are
analyzed for it. We used a scale of Self-efficacy in videogames, which was administrated to 134
subjects, this subjects was different in age, game classification and rol. The results were not
satisfactory, except when we analyzed the differences in self-efficacy in term of age, we could
see significant differences. We must not forget this paper is only a pilot, therefore, the
intention is only to be a starting point for future research not only of self-efficacy in electronic
sports, also with any other relevant psychological variable
La dimensión social de los videojuegos 'online': de las comunidades de jugadores a los 'e-sports'
The experienced advances by ICT have provoked changes in the way to understand and to consume media. Video games are not alien to these changes. To the exponential growth of their use and relevance, new social structures are joined, marked by the network. The active communities of players connected through the Internet, change the conception of the user of video games lonely and the way to consume this product of electronic entertainment. An example of such evolution of the consumption of video games is those which support electronic sports (e-sports). Such a phenomenon suggests a transition of the games understood as an entertainment to its conception as a social event, spectacle and, ultimately, professional competition. This work offers an approach to the changes that the consumption habits of video games have experienced since the popularization of Internet and the web 2.0, focusing on the influence that they have on player communities. The analysis of existing thematic literature allows you to set the steps of this evolution and to advance future lines of research. Finally, it is confirmed the existing relationship between the social dimension of video games and the participatory culture, focusing on e-sports future.Los avances experimentados por las TIC han provocado cambios en la forma de entender y consumir los medios de comunicación. Los videojuegos no han sido ajenos a estos cambios. Al crecimiento exponencial de su uso y de su relevancia, se unen nuevas estructuras sociales marcadas por la red. Las comunidades activas de jugadores conectados a través de Internet modifican la concepción del usuario de videojuegos en solitario y la forma de consumir este producto de ocio electrónico. Un ejemplo de esa evolución del consumo de videojuegos es el que suponen los deportes electrónicos o e-sports. Dicho fenómeno propone una transición de los videojuegos entendidos como entretenimiento a su concepción como evento social, espectáculo y, en última instancia, competición profesional. Este trabajo ofrece un acercamiento a los cambios que han experimentado los hábitos de consumo de videojuegos desde la popularización de Internet y la web 2.0, centrándose en la influencia que estos ejercen sobre las comunidades de jugadores. El análisis de la bibliografía temática existente permite establecer las pautas de esa evolución y avanzar futuras líneas de investigación. Finalmente, se constata la relación existente entre la dimensión social de los videojuegos y la cultura participativa, fijando la mirada de futuras líneas de investigación construidas alrededor del fenómeno de los deportes electrónicos.
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The moderating role of coping mechanisms and being an e-sport player between psychiatric symptoms and gaming disorder: online survey
Background: The emerging popularity of playing video games (gaming) as a hobby and as a professional sport raises awareness about both the benefits and possible downsides of the activity. Although a healthy and passionate hobby for most, a minority of gamers experience addiction-like symptoms and are considered to have gaming disorder (GD). GD has previously been found to be related to aversive conditions, such as depression or anxiety, as well as putatively maladaptive coping strategies.
Objective: The aim of this study is twofold: to explore the moderating effect of different coping strategies and type of video game usage (professional [e-sport] or recreational) on the relationship between psychiatric symptoms and GD.
Methods: A sample of 3476 gamers (n=3133, 90.13% males; mean age 23.20, SD 6.48 years) was recruited via the website and social networking site of the most popular gaming magazine in Hungary (GameStar).
Results: The main effect of psychiatric symptoms was moderate to large in all models, whereas the moderation effects were significant (P<.001) for 4 out of 8 coping strategies (ie, self-blame/self-distraction, denial, emotional/social support, and active coping). However, the explained variance of the models only increased negligibly (from 0.3% to 0.5%) owing to the moderation effect. The direction of the moderations was as expected (ie, putatively maladaptive strategies were associated with more GD symptoms when the level of psychiatric symptoms was high, while putatively adaptive strategies were associated with less). Furthermore, no considerable moderation effect of the player type (recreational vs professional players) was found on the association between psychiatric symptoms and GD (β=.04; P=.02; 0.1% change in the explained variance).
Conclusions: Future studies should be designed to better understand coping-related mechanisms in the context of video gaming and GD
Personalidad y burnout en jugadores profesionales de e-sports
En diferentes contextos deportivos, se ha estudiado las relaciones existentes entre las respuestas psicológicas y la personalidad de los depor- tistas. Concretamente, el burnout destaca como una de las variables que más respuesta ofrece en ese vínculo, teniendo en cuenta la adaptación de los deportistas a sus entornos concretos de rendimiento. El propósito de esta investigación se dirige a mostrar las relaciones existentes entre variables de personalidad, sociodemográcas y burnout en una muestra de e-Players, (N=42, el 84% de la población de jugadores profesionales de “League of Legends” en España), concretamente jugadores de la Liga de Videojuegos Profesional española, con edades comprendidas entre los 16 y los 28 años (M=19.95; DT=2.55). Se administraron de forma online los cuestionarios NEO-FFI e IBD-R, así como un breve formulario sociodemográco. Los resultados señalan las principales diferencias en cuanto a características de personalidad entre los participantes según su posición en el juego, estable- ciendo en positivo relaciones lineales y predictivas principalmente entre Agotamiento Emocional y Cordialidad, y negativamente con la capacidad para mantener los resultados; así como la Despersonalización se predice po- sitivamente por la Cordialidad y por la capacidad para valorar los resultados. En conclusión, como era esperable, se encuentra una relación entre ciertas variables de la personalidad y la presencia de determinados componentes del Burnout en estos deportistas, si bien esta relación se muestra en discre- pancia con la habitualmente encontrada en otros estudios, información que puede resultar útil a la hora de trabajar en la prevención de la aparición del síndrome.
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