22 research outputs found

    Code: Version 2.0

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    Discusses the regulation of cyberspace via code, as well as possible trends to expect in this regulation. Additional topics discussed in this context include intellectual property, privacy, and free speech

    Multimedia

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    The nowadays ubiquitous and effortless digital data capture and processing capabilities offered by the majority of devices, lead to an unprecedented penetration of multimedia content in our everyday life. To make the most of this phenomenon, the rapidly increasing volume and usage of digitised content requires constant re-evaluation and adaptation of multimedia methodologies, in order to meet the relentless change of requirements from both the user and system perspectives. Advances in Multimedia provides readers with an overview of the ever-growing field of multimedia by bringing together various research studies and surveys from different subfields that point out such important aspects. Some of the main topics that this book deals with include: multimedia management in peer-to-peer structures & wireless networks, security characteristics in multimedia, semantic gap bridging for multimedia content and novel multimedia applications

    Functional programming languages in computing clouds: practical and theoretical explorations

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    Cloud platforms must integrate three pillars: messaging, coordination of workers and data. This research investigates whether functional programming languages have any special merit when it comes to the implementation of cloud computing platforms. This thesis presents the lightweight message queue CMQ and the DSL CWMWL for the coordination of workers that we use as artefact to proof or disproof the special merit of functional programming languages in computing clouds. We have detailed the design and implementation with the broad aim to match the notions and the requirements of computing clouds. Our approach to evaluate these aims is based on evaluation criteria that are based on a series of comprehensive rationales and specifics that allow the FPL Haskell to be thoroughly analysed. We find that Haskell is excellent for use cases that do not require the distribution of the application across the boundaries of (physical or virtual) systems, but not appropriate as a whole for the development of distributed cloud based workloads that require communication with the far side and coordination of decoupled workloads. However, Haskell may be able to qualify as a suitable vehicle in the future with future developments of formal mechanisms that embrace non-determinism in the underlying distributed environments leading to applications that are anti-fragile rather than applications that insist on strict determinism that can only be guaranteed on the local system or via slow blocking communication mechanisms

    Design of a horizontally scalable backend application for online games

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    Mobile game market is increasing in popularity year after year, attracting a wide audience of independent developers who must endure the competition of other more resourceful game companies. Players expect high quality games and experiences, while developers strive to monetize. Researches have shown a correlation between some features of a game and its likelihood to succeed and be a potential candidate to enter the top grossing lists. This thesis focuses on identifying the trending features found on the current most successful games, and proposes the design of a scalable, flexible and modular backend application which integrates all the services needed for fulfilling the common needs of a mobile online game. A microservice oriented architecture have been used as a basis for the system design, leading to a modular decomposition of features into small, independent, reusable services. The system and microservices design comply with the Reactive Manifesto, allowing the application to reach responsiveness, elasticity, resiliency and asynchronicity. For its properties, the application is suitable to serve on a cloud environment covering the requirements for small games and popular games with high load of traffic and many concurrent players. The thesis, in addition to the application and microservices design, includes a discussion on the technology stack for a possible implementation and recommended setup for three use case scenarios

    Functional programming languages in computing clouds: practical and theoretical explorations

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    Cloud platforms must integrate three pillars: messaging, coordination of workers and data. This research investigates whether functional programming languages have any special merit when it comes to the implementation of cloud computing platforms. This thesis presents the lightweight message queue CMQ and the DSL CWMWL for the coordination of workers that we use as artefact to proof or disproof the special merit of functional programming languages in computing clouds. We have detailed the design and implementation with the broad aim to match the notions and the requirements of computing clouds. Our approach to evaluate these aims is based on evaluation criteria that are based on a series of comprehensive rationales and specifics that allow the FPL Haskell to be thoroughly analysed. We find that Haskell is excellent for use cases that do not require the distribution of the application across the boundaries of (physical or virtual) systems, but not appropriate as a whole for the development of distributed cloud based workloads that require communication with the far side and coordination of decoupled workloads. However, Haskell may be able to qualify as a suitable vehicle in the future with future developments of formal mechanisms that embrace non-determinism in the underlying distributed environments leading to applications that are anti-fragile rather than applications that insist on strict determinism that can only be guaranteed on the local system or via slow blocking communication mechanisms

    Cheating Prevention in Peer-to-Peer-based Massively Multiuser Virtual Environments

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    Massively multiuser virtual environments (MMVEs) have become an increasingly popular Internet application in recent years. Until now, they are all based on client/server technology. Due to its inherent lack of scalability, realizing MMVEs based on peer-to-peer technology has received a lot of interest. From the perspective of the operator, using peer-to-peer technology raises additional challenges: the lack of trust in peers and their unreliability. The simulation of the virtual environment is governed by certain rules specified by the operator. These rules state what actions can be taken by users in the virtual environment and how the state of the environment changes based on these actions. Since MMVEs are very often competitive environments, some people will cheat and try to break the rules to get an unfair advantage over others. Using a central server performing the simulation of the virtual environment, the operator can ensure only allowed actions can be performed and the state of the environment evolves according to the rules. In a peer-to-peer setting, the operator has no control over the peers so they might not behave as implemented by the operator. Furthermore, a central server is inherently more reliable than a peer which could fail at any time so data might be lost. This thesis presents the design of a storage performing a distributed simulation of a virtual environment. It uses a deterministic event-based simulation to calculate the state of the virtual environment only based on the actions of its users. There are multiple replicated simulations using a voting mechanism to overcome the influence of malicious peers trying to tamper with the state of the environment as long as the number of malicious peers does not reach a critical threshold. Replication of data also ensures data is not lost when peers fail. The storage is based on a peer-to-peer overlay allowing peers to exchange messages to store and retrieve data. It creates a Delaunay graph structure matching the way the data in the virtual environment is distributed among the peers. A self-stabilizing algorithm keeps the structure intact as peers join and leave the network. Additional routing tables allow peers to retrieve stored replicas independently on short, disjoint paths reducing the influence of malicious peers on the retrieval of data. A redundant filling algorithm prevents malicious peers from tampering with these routing tables to get more messages routed their way

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

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    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp

    BNAIC 2008:Proceedings of BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference

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