21 research outputs found

    Arquitectura de un Juego en 2D para Android y IOS Usando Cocos2DX

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    This paper we present the architecture and tools used in the development a 2D game that works on both Android and IOS. To do this we use the Cocos2DX, this tool allows to development 2D game with portability and power required to run on these two mobile environments used. It is important to note that the article also shows how modeled and implemented in Cocos 2DX a game, called 2D Labyrinth, this serves to illustrate how Cocos2DX handles all processing OpenGL graphics and thus no problems when running submitted in various mobile devices. And finally, we show the game operation using the proposed architecture and tools.El presente artículo muestra la arquitectura y las herramientas usadas en el desarrollo de un juego 2D que funciona tanto en Android y IOS. Para ello se usa la herramienta Cocos2DX la cual permite el desarrollo de juegos 2D que tienen la portabilidad y potencia necesaria para ejecutarse en estos dos ambientes móviles. Es importante anotar que el artículo también muestra cómo se modeló e implementó un juego, llamado Laberinto 2D, en Cocos 2DX, esto sirve para ilustrar cómo Cocos2DX se ocupa de todo el procesamiento de gráficos OpenGL y de esta forma no se presenten inconvenientes al ejecutarse en diversos dispositivos móviles. Al final se muestra el funcionamiento del juego aplicando la arquitectura y las herramientas propuestas

    Double-edged Sword: An in-depth analysis of browser fingerprints for web tracking and bot defenses

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    The use of browser fingerprints is a double-edged sword. While they can protect users' security by defending against bot and fraud attacks, they can also be used for web tracking, which violates individual users' privacy. While acknowledging that the use of browser fingerprints is a double-edged sword, my work is to achieve a balance that maximizes the benefits and minimizes the risks. In the following section, I provide a comprehensive examination of browser fingerprints and demonstrates how they can be improved to better protect users’ privacy while still providing a valuable tool in defending against bot and fraud attacks

    Acta Cybernetica : Volume 25. Number 2.

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    Visibility in underwater robotics: Benchmarking and single image dehazing

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    Dealing with underwater visibility is one of the most important challenges in autonomous underwater robotics. The light transmission in the water medium degrades images making the interpretation of the scene difficult and consequently compromising the whole intervention. This thesis contributes by analysing the impact of the underwater image degradation in commonly used vision algorithms through benchmarking. An online framework for underwater research that makes possible to analyse results under different conditions is presented. Finally, motivated by the results of experimentation with the developed framework, a deep learning solution is proposed capable of dehazing a degraded image in real time restoring the original colors of the image.Una de las dificultades más grandes de la robótica autónoma submarina es lidiar con la falta de visibilidad en imágenes submarinas. La transmisión de la luz en el agua degrada las imágenes dificultando el reconocimiento de objetos y en consecuencia la intervención. Ésta tesis se centra en el análisis del impacto de la degradación de las imágenes submarinas en algoritmos de visión a través de benchmarking, desarrollando un entorno de trabajo en la nube que permite analizar los resultados bajo diferentes condiciones. Teniendo en cuenta los resultados obtenidos con este entorno, se proponen métodos basados en técnicas de aprendizaje profundo para mitigar el impacto de la degradación de las imágenes en tiempo real introduciendo un paso previo que permita recuperar los colores originales

    CONVR 2011 : Proceedings of the 11th International Conference on Construction Applications of Virtual Reality

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    Proceedings of the 11th International Conference on Construction Applications of Virtual Realit

    Ubiquitous Computing

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    The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications

    The Multi-Agent Transport Simulation MATSim

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    "The MATSim (Multi-Agent Transport Simulation) software project was started around 2006 with the goal of generating traffic and congestion patterns by following individual synthetic travelers through their daily or weekly activity programme. It has since then evolved from a collection of stand-alone C++ programs to an integrated Java-based framework which is publicly hosted, open-source available, automatically regression tested. It is currently used by about 40 groups throughout the world. This book takes stock of the current status. The first part of the book gives an introduction to the most important concepts, with the intention of enabling a potential user to set up and run basic simulations.The second part of the book describes how the basic functionality can be extended, for example by adding schedule-based public transit, electric or autonomous cars, paratransit, or within-day replanning. For each extension, the text provides pointers to the additional documentation and to the code base. It is also discussed how people with appropriate Java programming skills can write their own extensions, and plug them into the MATSim core. The project has started from the basic idea that traffic is a consequence of human behavior, and thus humans and their behavior should be the starting point of all modelling, and with the intuition that when simulations with 100 million particles are possible in computational physics, then behavior-oriented simulations with 10 million travelers should be possible in travel behavior research. The initial implementations thus combined concepts from computational physics and complex adaptive systems with concepts from travel behavior research. The third part of the book looks at theoretical concepts that are able to describe important aspects of the simulation system; for example, under certain conditions the code becomes a Monte Carlo engine sampling from a discrete choice model. Another important aspect is the interpretation of the MATSim score as utility in the microeconomic sense, opening up a connection to benefit cost analysis. Finally, the book collects use cases as they have been undertaken with MATSim. All current users of MATSim were invited to submit their work, and many followed with sometimes crisp and short and sometimes longer contributions, always with pointers to additional references. We hope that the book will become an invitation to explore, to build and to extend agent-based modeling of travel behavior from the stable and well tested core of MATSim documented here.

    Framework-level resource awareness in robotics and intelligent systems. Improving dependability by exploiting knowledge about system resources

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    Wienke J. Framework-level resource awareness in robotics and intelligent systems. Improving dependability by exploiting knowledge about system resources. Bielefeld: Universität Bielefeld; 2018.Modern robots have evolved to complex hardware and software systems. As such, their construction and maintenance have become more challenging and the potential for failures has increased. These failures and the resulting reduction of dependability have a considerable effect on the acceptance and usefulness of robotics systems in their intended applications. Even though different software engineering techniques have been developed to control dependability-critical aspects of such complex systems, the state of the art for experimental robotics and intelligent systems is that – if at all – functional properties are systematically controlled though techniques such as unit testing and simulation runs. Yet, system dependability can also be impaired if nonfunctional properties behave unexpectedly. This thesis focuses on the utilization of system resources such as CPU, memory, or network bandwidth as an important nonfunctional aspect, which has not received much systematic treatment in robotics and intelligent systems so far. Unexpected utilizations of system resources can have effects ranging from merely wasting energy and reducing a robot’s operational time to a degradation in its function due to processing delays. Even safety-critical situations can arise, for instance, if a motion planner or obstacle avoidance component cannot react before a collision. Therefore, the systematic analysis of a system’s resource utilization, a guidance of developers regarding these aspects, and testing and fault detection for unexpected resource utilization patterns are an effective contribution of this thesis towards more reliable robots. In this work I describe a concept for integrating resource awareness into component-based robotics and intelligent systems. This concept specifically addresses the often loosely controlled development process predominant in experimental research. As such, the presented methods have to be applicable without a high overhead or large changes to the evolved development methods and system structures. Within this concept, which I termed framework-level resource awareness, I have explored methods in two directions: On the one hand, a set of tools helps developers to understand and systematically control the resource utilization while developing and testing systems. On the other hand, I have applied machine learning techniques to enable autonomous reactions at runtime based on predictions about the resource utilization of system components. With the two views, this work explores novel directions for implementing resource awareness in research systems and the conducted evaluations underline the suitability of the framework-level resource awareness concept

    Performance optimization of 3D applications by OpenGL ES library hooking in mobile devices

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