14,595 research outputs found

    Z39.50 broadcast searching and Z-server response times: perspectives from CC-interop

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    This paper begins by briefly outlining the evolution of Z39.50 and the current trends, including the work of the JISC CC-interop project. The research crux of the paper focuses on an investigation conducted with respect to testing Z39.50 server (Z-server) response times in a broadcast (parallel) searching environment. Customised software was configured to broadcast a search to all test Z-servers once an hour, for eleven weeks. The results were logged for analysis. Most Z-servers responded rapidly. 'Network congestion' and local OPAC usage were not found to significantly influence Z-server performance. Response time issues encountered by implementers may be the result of non-response by the Z-server and how Z-client software deals with this. The influence of 'quick and dirty' Z39.50 implementations is also identified as a potential cause of slow broadcast searching. The paper indicates various areas for further research, including setting shorter time-outs and greater end-user behavioural research to ascertain user requirements in this area. The influence more complex searches, such as Boolean, have on response times and suboptimal Z39.50 implementations are also emphasised for further study. This paper informs the LIS research community and has practical implications for those establishing Z39.50 based distributed systems, as well as those in the Web Services community. The paper challenges popular LIS opinion that Z39.50 is inherently sluggish and thus unsuitable for the demands of the modern user

    SoK: Cryptographically Protected Database Search

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    Protected database search systems cryptographically isolate the roles of reading from, writing to, and administering the database. This separation limits unnecessary administrator access and protects data in the case of system breaches. Since protected search was introduced in 2000, the area has grown rapidly; systems are offered by academia, start-ups, and established companies. However, there is no best protected search system or set of techniques. Design of such systems is a balancing act between security, functionality, performance, and usability. This challenge is made more difficult by ongoing database specialization, as some users will want the functionality of SQL, NoSQL, or NewSQL databases. This database evolution will continue, and the protected search community should be able to quickly provide functionality consistent with newly invented databases. At the same time, the community must accurately and clearly characterize the tradeoffs between different approaches. To address these challenges, we provide the following contributions: 1) An identification of the important primitive operations across database paradigms. We find there are a small number of base operations that can be used and combined to support a large number of database paradigms. 2) An evaluation of the current state of protected search systems in implementing these base operations. This evaluation describes the main approaches and tradeoffs for each base operation. Furthermore, it puts protected search in the context of unprotected search, identifying key gaps in functionality. 3) An analysis of attacks against protected search for different base queries. 4) A roadmap and tools for transforming a protected search system into a protected database, including an open-source performance evaluation platform and initial user opinions of protected search.Comment: 20 pages, to appear to IEEE Security and Privac

    The design and implementation of an infrastructure for multimedia digital libraries

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    We develop an infrastructure for managing, indexing and serving multimedia content in digital libraries. This infrastructure follows the model of the Web, and thereby is distributed in nature. We discuss the design of the Librarian, the component that manages meta data about the content. The management of meta data has been separated from the media servers that manage the content itself. Also, the extraction of the meta data is largely independent of the Librarian. We introduce our extensible data model and the daemon paradigm that are the core pieces of this architecture. We evaluate our initial implementation using a relational database. We conclude with a discussion of the lessons we learned in building this system, and proposals for improving the flexibility, reliability, and performance of the syste

    A Pragmatic Approach to DHT Adoption

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    Despite the peer-to-peer community's obvious wish to have its systems adopted, specific mechanisms to facilitate incremental adoption have not yet received the same level of attention as the many other practical concerns associated with these systems. This paper argues that ease of adoption should be elevated to a first-class concern and accordingly presents HOLD, a front-end to existing DHTs that is optimized for incremental adoption. Specifically, HOLD is backwards-compatible: it leverages DNS to provide a key-based routing service to existing Internet hosts without requiring them to install any software. This paper also presents applications that could benefit from HOLD as well as the trade-offs that accompany HOLD. Early implementation experience suggests that HOLD is practical

    Utilizing a 3D game engine to develop a virtual design review system

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    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
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