49 research outputs found
Design and implementation of architectures for the deployment of secure community wireless networks
Recientes avances en las tecnologĂas de la comunicaciĂłn, asĂ como la proliferaciĂłn de nuevos dispositivos de computaciĂłn, están plasmando nuestro entorno hacia un Internet ubicuo. Internet ofrece una plataforma global para acceder con bajo coste a una vasta gama de servicios de telecomunicaciones, como el correo electrĂłnico, comercio electrĂłnico, tele-educaciĂłn, tele-salud y tele-medicina a bajo coste. Sin embargo, incluso en los paĂses más desarrollados, un gran nĂşmero de áreas rurales todavĂa están pobremente equipadas con una infraestructura básica de telecomunicaciones. Hoy en dĂa, existen algunos esfuerzos para resolver esta falta de infraestructura, pero resultan todavĂa insuficientes.
Con este objetivo presentamos en esta tesis RuralNet, una red comunitaria inalámbrica para proveer acceso a Internet de forma personalizada a los subscriptores de un área rural. Los objetivos de este estudio han sido el desarrollo de una nueva arquitectura para ofrecer un acceso a Internet flexible y seguro para zonas rurales aisladas. RuralNet combina el paradigma de las redes mesh y el uso de los dispositivos inalámbricos embebidos más económicos para ofrecer un gran número de servicios y aplicaciones basados en Internet. La solución desarrollada por RuralNet es capaz de cubrir grandes áreas a bajo coste, y puede también ser fácilmente desplegado y extendido tanto en términos de cobertura como de servicios ofrecidos.
Dado que la implementación y la evaluación de RuralNet requiere un alto coste y una gran cantidad de mano de obra, hemos considerado que la simulación y la emulación eran una alternativa válida para ahorrar costes. Con este objetivo hemos desarrollado Castadiva, un emulador flexible proyectado para la evaluación de redes MANET y mesh. Castadiva es un emulador basado en dispositivos de bajo coste, utilizado para evaluar los protocolos y las aplicaciones desarrolladas.Hortelano Otero, J. (2011). Design and implementation of architectures for the deployment of secure community wireless networks [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/10079Palanci
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ReSCon '11, Research Student Conference: Book of Abstracts
The fourth SED Research Student Conference (ReSCon2011) was hosted over three days, 20-22 June 2011, in the Hamilton Centre at Brunel University. The conference consisted of technical presentations, a poster session and social events. which focused on current research being conducted within the School of Engineering and Design by postgraduate research students from the School. The conference is held annually, and ReSCon plays a key role in contributing to research and innovations within the School
Enhancing trustability in MMOGs environments
Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds
(VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more
autonomic, security, and trust mechanisms in a way similar to humans do in the real
life world. As known, this is a difficult matter because trusting in humans and organizations
depends on the perception and experience of each individual, which is difficult to
quantify or measure. In fact, these societal environments lack trust mechanisms similar
to those involved in humans-to-human interactions. Besides, interactions mediated
by compute devices are constantly evolving, requiring trust mechanisms that keep the
pace with the developments and assess risk situations.
In VW/MMOGs, it is widely recognized that users develop trust relationships from their
in-world interactions with others. However, these trust relationships end up not being
represented in the data structures (or databases) of such virtual worlds, though they
sometimes appear associated to reputation and recommendation systems. In addition,
as far as we know, the user is not provided with a personal trust tool to sustain his/her
decision making while he/she interacts with other users in the virtual or game world.
In order to solve this problem, as well as those mentioned above, we propose herein a
formal representation of these personal trust relationships, which are based on avataravatar
interactions. The leading idea is to provide each avatar-impersonated player
with a personal trust tool that follows a distributed trust model, i.e., the trust data is
distributed over the societal network of a given VW/MMOG.
Representing, manipulating, and inferring trust from the user/player point of view certainly
is a grand challenge. When someone meets an unknown individual, the question
is “Can I trust him/her or not?”. It is clear that this requires the user to have access to
a representation of trust about others, but, unless we are using an open source VW/MMOG,
it is difficult —not to say unfeasible— to get access to such data. Even, in an open
source system, a number of users may refuse to pass information about its friends, acquaintances,
or others. Putting together its own data and gathered data obtained from
others, the avatar-impersonated player should be able to come across a trust result
about its current trustee. For the trust assessment method used in this thesis, we use
subjective logic operators and graph search algorithms to undertake such trust inference
about the trustee. The proposed trust inference system has been validated using
a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy
increase in evaluating trustability of avatars.
Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its
trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g.,
graph search methods), on an individual basis, rather than based on usual centralized
reputation systems. In particular, and unlike other trust discovery methods, our methods
run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft),
mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo,
Facebook) necessitam de mecanismos de confiança mais autónomos, capazes de
assegurar a segurança e a confiança de uma forma semelhante à que os seres humanos
utilizam na vida real. Como se sabe, esta não é uma questão fácil. Porque confiar em
seres humanos e ou organizações depende da percepção e da experiĂŞncia de cada indivĂduo,
o que Ă© difĂcil de quantificar ou medir Ă partida. Na verdade, esses ambientes
sociais carecem dos mecanismos de confiança presentes em interacções humanas presenciais.
Além disso, as interacções mediadas por dispositivos computacionais estão em
constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da
evolução para avaliar situações de risco.
Em VW/MMOGs, é amplamente reconhecido que os utilizadores desenvolvem relações
de confiança a partir das suas interacções no mundo com outros. No entanto, essas relações
de confiança acabam por não ser representadas nas estruturas de dados (ou bases
de dados) do VW/MMOG especĂfico, embora Ă s vezes apareçam associados Ă reputação
e a sistemas de reputação. Além disso, tanto quanto sabemos, ao utilizador não lhe
é facultado nenhum mecanismo que suporte uma ferramenta de confiança individual
para sustentar o seu processo de tomada de decisĂŁo, enquanto ele interage com outros
utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como
os mencionados acima, propomos nesta tese uma representação formal para essas relações
de confiança pessoal, baseada em interacções avatar-avatar. A ideia principal
é fornecer a cada jogador representado por um avatar uma ferramenta de confiança
pessoal que segue um modelo de confiança distribuĂda, ou seja, os dados de confiança
sĂŁo distribuĂdos atravĂ©s da rede social de um determinado VW/MMOG.
Representar, manipular e inferir a confiança do ponto de utilizador/jogador, é certamente
um grande desafio. Quando alguĂ©m encontra um indivĂduo desconhecido, a
pergunta é “Posso confiar ou não nele?”. É claro que isto requer que o utilizador tenha
acesso a uma representação de confiança sobre os outros, mas, a menos que possamos
usar uma plataforma VW/MMOG de cĂłdigo aberto, Ă© difĂcil — para nĂŁo dizer impossĂvel
— obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de código
aberto, um número de utilizadores pode recusar partilhar informações sobre seus amigos,
conhecidos, ou sobre outros. Ao juntar seus prĂłprios dados com os dados obtidos de
outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma
avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir.
Relativamente ao método de avaliação de confiança empregue nesta tese, utilizamos
lógica subjectiva para a representação da confiança, e também operadores lógicos da
lĂłgica subjectiva juntamente com algoritmos de procura em grafos para empreender
o processo de inferência da confiança relativamente a outro utilizador. O sistema de
inferência de confiança proposto foi validado através de um número de cenários Open-Simulator (opensimulator.org), que mostrou um aumento na precisão na avaliação da
confiança de avatares.
Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos
virtuais, conjuntamente com métricas de avaliação de confiança (por exemplo, a
lógica subjectiva) e em métodos de procura de caminhos de confiança (com por exemplo,
através de métodos de pesquisa em grafos), partindo de uma base individual, em
vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao
contrário de outros métodos de determinação do grau de confiança, os nossos métodos
sĂŁo executados em tempo real
Cohorts and Groups for Safe and Efficient Autonomous Driving on Highways
International audienceWe introduce constructs aimed at reconciling safety and efficiency for ad hoc highway-centric clusters of autonomous vehicles. The cohort construct is an ad hoc variant of the platoon construct. We show how to enforce safe inter-vehicle spacing in cohorts despite inaccurate vehicle space-time coordinates and failing telemetry capabilities, via neighbor-to-neighbor beaconing based on short range unidirectional communications. Worst-case analytical results are established for safe spacing bounds. A classical spacing algorithm is revisited, and proofs of usability in a discrete time beaconing model are given. Along with the group construct, which is based on prefixing usage of sensing-based solutions with omnidirectional inter-vehicular communications, we present a categorization of safety-critical scenarios. We discuss the benefits resulting from prefixing vehicle maneuvers with vehicle role assignments in safety-critical scenarios
SPARC 2017 retrospect & prospects : Salford postgraduate annual research conference book of abstracts
Welcome to the Book of Abstracts for the 2017 SPARC conference. This year we not only celebrate the work of our PGRs but also the 50th anniversary of Salford as a University, which makes this year’s conference extra special. Once again we have received a tremendous contribution from our postgraduate research community; with over 130 presenters, the conference truly showcases a vibrant PGR community at Salford. These abstracts provide a taster of the research strengths of their works, and provide delegates with a reference point for networking and initiating critical debate. With such wide-ranging topics being showcased, we encourage you to exploit this great opportunity to engage with researchers working in different subject areas to your own. To meet global challenges, high impact research inevitably requires interdisciplinary collaboration. This is recognised by all major research funders. Therefore engaging with the work of others and forging collaborations across subject areas is an essential skill for the next generation of researchers
Security in Distributed, Grid, Mobile, and Pervasive Computing
This book addresses the increasing demand to guarantee privacy, integrity, and availability of resources in networks and distributed systems. It first reviews security issues and challenges in content distribution networks, describes key agreement protocols based on the Diffie-Hellman key exchange and key management protocols for complex distributed systems like the Internet, and discusses securing design patterns for distributed systems. The next section focuses on security in mobile computing and wireless networks. After a section on grid computing security, the book presents an overview of security solutions for pervasive healthcare systems and surveys wireless sensor network security
Copyright and the Creative Process
Copyright is typically described as a mechanism for encouraging the production of creative works. On this view, copyright protection should be granted to genuinely creative works but denied to non-creative ones. Yet that is not how the law works. Instead, almost anything—from test answer sheets to instruction manuals to replicas of items in the public domain—is deemed creative and therefore eligible for copyright protection. This is the consequence of a century of copyright doctrine assuming that artistic creativity is incapable of measurement, unaffected by personal motivation, and incomprehensible to novices and experts alike. Recent neuroscientific research contradicts these assumptions. It turns out that creativity can be partially measured, that authorial intent is critical to creative production, and that expertise and creative output are highly correlated. If copyright law’s goal is truly to promote creativity, it should define that foundational concept to accord with scientific fact