26 research outputs found

    3D Object Reconstruction from Imperfect Depth Data Using Extended YOLOv3 Network

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    State-of-the-art intelligent versatile applications provoke the usage of full 3D, depth-based streams, especially in the scenarios of intelligent remote control and communications, where virtual and augmented reality will soon become outdated and are forecasted to be replaced by point cloud streams providing explorable 3D environments of communication and industrial data. One of the most novel approaches employed in modern object reconstruction methods is to use a priori knowledge of the objects that are being reconstructed. Our approach is different as we strive to reconstruct a 3D object within much more difficult scenarios of limited data availability. Data stream is often limited by insufficient depth camera coverage and, as a result, the objects are occluded and data is lost. Our proposed hybrid artificial neural network modifications have improved the reconstruction results by 8.53 which allows us for much more precise filling of occluded object sides and reduction of noise during the process. Furthermore, the addition of object segmentation masks and the individual object instance classification is a leap forward towards a general-purpose scene reconstruction as opposed to a single object reconstruction task due to the ability to mask out overlapping object instances and using only masked object area in the reconstruction process

    A Decentralized Dynamic PKI based on Blockchain

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    The central role of the certificate authority (CA) in traditional public key infrastructure (PKI) makes it fragile and prone to compromises and operational failures. Maintaining CAs and revocation lists is demanding especially in loosely-connected and large systems. Log-based PKIs have been proposed as a remedy but they do not solve the problem effectively. We provide a general model and a solution for decentralized and dynamic PKI based on a blockchain and web of trust model where the traditional CA and digital certificates are removed and instead, everything is registered on the blockchain. Registration, revocation, and update of public keys are based on a consensus mechanism between a certain number of entities that are already part of the system. Any node which is part of the system can be an auditor and initiate the revocation procedure once it finds out malicious activities. Revocation lists are no longer required as any node can efficiently verify the public keys through witnesses

    CKMI: Comprehensive Key Management Infrastructure Design for Industrial Automation and Control Systems

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    Industrial Automation and Control Systems (IACS) are broadly utilized in critical infrastructures for monitoring and controlling the industrial processes remotely. The real-time transmissions in such systems provoke security breaches. Many security breaches have been reported impacting society severely. Hence, it is essential to achieve secure communication between the devices for creating a secure environment. For this to be effective, the keys used for secure communication must be protected against unauthorized disclosure, misuse, alteration or loss, which can be taken care of by a Key Management Infrastructure. In this paper, by considering the generic industrial automation network, a comprehensive key management infrastructure (CKMI) is designed for IACS. To design such an infrastructure, the proposed scheme employs ECDH, matrix method, and polynomial crypto mechanisms. The proposed design handles all the standard key management operations, viz. key generation, device registration, key establishment, key storage, device addition, key revocation, key update, key recovery, key archival, and key de-registration and destruction. The design supports secure communication between the same and different levels of IACS devices. The proposed design can be applied for major industrial automation networks to handle the key management operations. The performance analysis and implementation results highlight the benefits of the proposed design

    Internet of Things and Sensors Networks in 5G Wireless Communications

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    The Internet of Things (IoT) has attracted much attention from society, industry and academia as a promising technology that can enhance day to day activities, and the creation of new business models, products and services, and serve as a broad source of research topics and ideas. A future digital society is envisioned, composed of numerous wireless connected sensors and devices. Driven by huge demand, the massive IoT (mIoT) or massive machine type communication (mMTC) has been identified as one of the three main communication scenarios for 5G. In addition to connectivity, computing and storage and data management are also long-standing issues for low-cost devices and sensors. The book is a collection of outstanding technical research and industrial papers covering new research results, with a wide range of features within the 5G-and-beyond framework. It provides a range of discussions of the major research challenges and achievements within this topic

    Internet of Things and Sensors Networks in 5G Wireless Communications

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    This book is a printed edition of the Special Issue Internet of Things and Sensors Networks in 5G Wireless Communications that was published in Sensors

    Internet of Things and Sensors Networks in 5G Wireless Communications

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    This book is a printed edition of the Special Issue Internet of Things and Sensors Networks in 5G Wireless Communications that was published in Sensors

    DREQUS: an approach for the Discovery of REQuirements Using Scenarios

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    ABSTRACT: Requirements engineering is recognized as a complex cognitive problem-solving process that takes place in an unstructured and poorly-understood problem context. Requirements elicitation is the activity generally regarded as the most crucial step in the requirements engineering process. The term “elicitation” is preferred to “capture”, to avoid the suggestion that requirements are out there to be collected. Information gathered during requirements elicitation often has to be interpreted, analyzed, modeled, and validated before the requirements engineer can feel confident that a complete set of requirements of a system have been obtained. Requirements elicitation comprises the set of activities that enable discovering, understanding, and documenting the goals and motives for building a proposed software system. It also involves identifying the requirements that the resulting system must satisfy in to achieve these goals. The requirements to be elicited may range from modifications to well-understood problems and systems (i.e. software upgrades), to hazy understandings of new problems being automated, to relatively unconstrained requirements that are open to innovation (e.g. mass-market software). Requirements elicitation remains problematic; missing or mistaken requirements still delay projects and cause cost overruns. No firm definition has matured for requirements elicitation in comparison to other areas of requirements engineering. This research is aimed to improve the results of the requirements elicitation process directly impacting the quality of the software products derived from them

    Current Trends in Game-Based Learning

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    A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students’ motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue “Current Trends in Game-Based Learning”. This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them
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