Search results for: Pervasive gaming
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 86

Search results for: Pervasive gaming

86 Pervasive Differentiated Services: A QoS Model for Pervasive Systems

Authors: Sherif G. Aly

Abstract:

In this article, we introduce a mechanism by which the same concept of differentiated services used in network transmission can be applied to provide quality of service levels to pervasive systems applications. The classical DiffServ model, including marking and classification, assured forwarding, and expedited forwarding, are all utilized to create quality of service guarantees for various pervasive applications requiring different levels of quality of service. Through a collection of various sensors, personal devices, and data sources, the transmission of contextsensitive data can automatically occur within a pervasive system with a given quality of service level. Triggers, initiators, sources, and receivers are four entities labeled in our mechanism. An explanation of the role of each is provided, and how quality of service is guaranteed.

Keywords: Pervasive systems, quality of service, differentiated services, mobile devices.

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85 A Method of Representing Knowledge of Toolkits in a Pervasive Toolroom Maintenance System

Authors: A. Mohamed Mydeen, Pallapa Venkataram

Abstract:

The learning process needs to be so pervasive to impart the quality in acquiring the knowledge about a subject by making use of the advancement in the field of information and communication systems. However, pervasive learning paradigms designed so far are system automation types and they lack in factual pervasive realm. Providing factual pervasive realm requires subtle ways of teaching and learning with system intelligence. Augmentation of intelligence with pervasive learning necessitates the most efficient way of representing knowledge for the system in order to give the right learning material to the learner. This paper presents a method of representing knowledge for Pervasive Toolroom Maintenance System (PTMS) in which a learner acquires sublime knowledge about the various kinds of tools kept in the toolroom and also helps for effective maintenance of the toolroom. First, we explicate the generic model of knowledge representation for PTMS. Second, we expound the knowledge representation for specific cases of toolkits in PTMS. We have also presented the conceptual view of knowledge representation using ontology for both generic and specific cases. Third, we have devised the relations for pervasive knowledge in PTMS. Finally, events are identified in PTMS which are then linked with pervasive data of toolkits based on relation formulated. The experimental environment and case studies show the accuracy and efficient knowledge representation of toolkits in PTMS.

Keywords: Generic knowledge representation, toolkit, toolroom, pervasive computing.

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84 A Context-Aware based Authorization System for Pervasive Grid Computing

Authors: Marilyn Lim Chien Hui, Nabil Elmarzouqi, Chan Huah Yong

Abstract:

This paper describes the authorization system architecture for Pervasive Grid environment. It discusses the characteristics of classical authorization system and requirements of the authorization system in pervasive grid environment as well. Based on our analysis of current systems and taking into account the main requirements of such pervasive environment, we propose new authorization system architecture as an extension of the existing grid authorization mechanisms. This architecture not only supports user attributes but also context attributes which act as a key concept for context-awareness thought. The architecture allows authorization of users dynamically when there are changes in the pervasive grid environment. For this, we opt for hybrid authorization method that integrates push and pull mechanisms to combine the existing grid authorization attributes with dynamic context assertions. We will investigate the proposed architecture using a real testing environment that includes heterogeneous pervasive grid infrastructures mapped over multiple virtual organizations. Various scenarios are described in the last section of the article to strengthen the proposed mechanism with different facilities for the authorization procedure.

Keywords: Pervasive Grid, Authorization System, Contextawareness, Ubiquity.

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83 Privacy Issues in Pervasive Healthcare Monitoring System: A Review

Authors: Rusyaizila Ramli, Nasriah Zakaria, Putra Sumari

Abstract:

Privacy issues commonly discussed among researchers, practitioners, and end-users in pervasive healthcare. Pervasive healthcare systems are applications that can support patient-s need anytime and anywhere. However, pervasive healthcare raises privacy concerns since it can lead to situations where patients may not be aware that their private information is being shared and becomes vulnerable to threat. We have systematically analyzed the privacy issues and present a summary in tabular form to show the relationship among the issues. The six issues identified are medical information misuse, prescription leakage, medical information eavesdropping, social implications for the patient, patient difficulties in managing privacy settings, and lack of support in designing privacy-sensitive applications. We narrow down the issues and chose to focus on the issue of 'lack of support in designing privacysensitive applications' by proposing a privacy-sensitive architecture specifically designed for pervasive healthcare monitoring systems.

Keywords: Human Factors, Pervasive Healthcare, PrivacyIssues

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82 Personalised Mobile Picture Puzzle

Authors: Saipunidzam Mahamad, Eliza Mazmee Mazlan, Rozana Kasbon, Khairul Shafee Kalid, NurSyazwani Rusdi

Abstract:

Mobile Picture Puzzle is a mobile game application where the player use existing images stored in the mobile phone to create a puzzle to be played. This traditional picture puzzle is not so challenging once the player is familiar with the game. The objective of the developed mobile game application is to have a similar mobile game application that can provide the player with more challenging gaming experience. The developed mobile game application is also a mobile picture puzzle game application to create a puzzle to be played but instead of just using existing images that are stored, the personalised capability allows the player to use the built-in camera phone to capture an image and use the newly captured image to create the puzzle. The development of the mobile game application uses Symbian Operating System (OS), Mobile Media API (Application Programming Interface), Record Management System (RMS) storage and TiledLayer class from Game API.

Keywords: Picture Puzzle, Pervasive gaming, J2ME.

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81 Pervasive Computing in Healthcare Systems

Authors: Elham Rastegari, Amirmasood Rahmani, Saeed Setayeshi

Abstract:

The hospital and the health-care center of a community, as a place for people-s life-care and health-care settings, must provide more and better services for patients or residents. After Establishing Electronic Medical Record (EMR) system -which is a necessity- in the hospital, providing pervasive services is a further step. Our objective in this paper is to use pervasive computing in a case study of healthcare, based on EMR database that coordinates application services over network to form a service environment for medical and health-care. Our method also categorizes the hospital spaces into 3 spaces: Public spaces, Private spaces and Isolated spaces. Although, there are many projects about using pervasive computing in healthcare, but all of them concentrate on the disease recognition, designing smart cloths, or provide services only for patient. The proposed method is implemented in a hospital. The obtained results show that it is suitable for our purpose.

Keywords: Pervasive computing, RFID, Health-care.

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80 Role-play Gaming Simulation for Flood Management on Cultural Heritage: A Case Study of Ayutthaya Historic City

Authors: Pongpisit Huyakorn, Chaweewan Denpaiboon, Hidehiko Kanegae

Abstract:

The main aim of this research is to develop a methodology to encourage people's awareness, knowledge and understanding on the participation of flood management for cultural heritage, as the cooperation and interaction among government section, private section, and public section through role-play gaming simulation theory. The format of this research is to develop Role-play gaming simulation from existing documents, game or role-playing from several sources and existing data of the research site. We found that role-play gaming simulation can be implemented to help improving the understanding of the existing problem and the impact of the flood on cultural heritage, and the role-play game can be developed into the tool to improve people's knowledge, understanding and awareness about people's participation for flood management on cultural heritage, moreover the cooperation among the government, private section and public section will be improved through the theory of role-play gaming simulation.

Keywords: Climate change, Role-play gaming simulation, Sustainable development, Public participation, Cultural heritage

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79 A Robust Al-Hawalees Gaming Automation using Minimax and BPNN Decision

Authors: Ahmad Sharieh, R Bremananth

Abstract:

Artificial Intelligence based gaming is an interesting topic in the state-of-art technology. This paper presents an automation of a tradition Omani game, called Al-Hawalees. Its related issues are resolved and implemented using artificial intelligence approach. An AI approach called mini-max procedure is incorporated to make a diverse budges of the on-line gaming. If number of moves increase, time complexity will be increased in terms of propositionally. In order to tackle the time and space complexities, we have employed a back propagation neural network (BPNN) to train in off-line to make a decision for resources required to fulfill the automation of the game. We have utilized Leverberg- Marquardt training in order to get the rapid response during the gaming. A set of optimal moves is determined by the on-line back propagation training fashioned with alpha-beta pruning. The results and analyses reveal that the proposed scheme will be easily incorporated in the on-line scenario with one player against the system.

Keywords: Artificial neural network, back propagation gaming, Leverberg-Marquardt, minimax procedure.

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78 Morphological and Syntactic Meaning: An Interactive Crossword Puzzle Approach

Authors: Ibrahim Garba

Abstract:

This research involved the use of word distributions and morphological knowledge by speakers of Arabic learning English connected different allomorphs in order to realize how the morphology and syntax of English gives meaning through using interactive crossword puzzles (ICP). Fifteen chapters covered with a class of nine learners over an academic year of an intensive English program were reviewed using the ICP. Learners were questioned about how the use of this gaming element enhanced and motivated their learning of English. The findings were positive indicating a successful implementation of ICP both at creational and user levels. This indicated a positive role technology had when learning and teaching English through adopting an interactive gaming element for learning English.

Keywords: Distribution, gaming, interactive-crossword-puzzle, morphology.

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77 Design of Service-Oriented Pervasive System for Urban Computing in Cali Zoo (OpenZoo)

Authors: Claudia L. Zuñiga, Andres F. Millan, Jose L. Abadia, Monica Lora, Andres Navarro, Juan C. Burguillo, Pedro S. Rodriguez

Abstract:

The increasing popularity of wireless technologies and mobile computing devices has enabled new application areas and research. One of these new areas is pervasive systems in urban environments, because urban environments are characterized by high concentration of these technologies and devices. In this paper we will show the process of pervasive system design in urban environments, using as use case a local zoo in Cali, Colombia. Based on an ethnographic studio, we present the design of a pervasive system for urban computing based on service oriented architecture to controlled environment of Cali Zoo. In this paper, the reader will find a methodological approach for the design of similar systems, using data collection methods, conceptual frameworks for urban environments and considerations of analysis and design of service oriented systems.

Keywords: Service Oriented Architecture, Urban Computing, Design of pervasive systems for urban environments, PSP Design Framework (Public Social Private), Cali Zoo.

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76 Context Modeling and Context-Aware Service Adaptation for Pervasive Computing Systems

Authors: Moeiz Miraoui, Chakib Tadj, Chokri ben Amar

Abstract:

Devices in a pervasive computing system (PCS) are characterized by their context-awareness. It permits them to provide proactively adapted services to the user and applications. To do so, context must be well understood and modeled in an appropriate form which enhance its sharing between devices and provide a high level of abstraction. The most interesting methods for modeling context are those based on ontology however the majority of the proposed methods fail in proposing a generic ontology for context which limit their usability and keep them specific to a particular domain. The adaptation task must be done automatically and without an explicit intervention of the user. Devices of a PCS must acquire some intelligence which permits them to sense the current context and trigger the appropriate service or provide a service in a better suitable form. In this paper we will propose a generic service ontology for context modeling and a context-aware service adaptation based on a service oriented definition of context.

Keywords: Pervasive computing system, context, contextawareness, service, context modeling, ontology, adaptation, machine learning.

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75 Interdisciplinary Principles of Field-Like Coordination in the Case of Self-Organized Social Systems1

Authors: D. Plikynas, S. Masteika, A. Budrionis

Abstract:

This interdisciplinary research aims to distinguish universal scale-free and field-like fundamental principles of selforganization observable across many disciplines like computer science, neuroscience, microbiology, social science, etc. Based on these universal principles we provide basic premises and postulates for designing holistic social simulation models. We also introduce pervasive information field (PIF) concept, which serves as a simulation media for contextual information storage, dynamic distribution and organization in social complex networks. PIF concept specifically is targeted for field-like uncoupled and indirect interactions among social agents capable of affecting and perceiving broadcasted contextual information. Proposed approach is expressive enough to represent contextual broadcasted information in a form locally accessible and immediately usable by network agents. This paper gives some prospective vision how system-s resources (tangible and intangible) could be simulated as oscillating processes immersed in the all pervasive information field.

Keywords: field-based coordination, multi-agent systems, information-rich social networks, pervasive information field

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74 Searching k-Nearest Neighbors to be Appropriate under Gamming Environments

Authors: Jae Moon Lee

Abstract:

In general, algorithms to find continuous k-nearest neighbors have been researched on the location based services, monitoring periodically the moving objects such as vehicles and mobile phone. Those researches assume the environment that the number of query points is much less than that of moving objects and the query points are not moved but fixed. In gaming environments, this problem is when computing the next movement considering the neighbors such as flocking, crowd and robot simulations. In this case, every moving object becomes a query point so that the number of query point is same to that of moving objects and the query points are also moving. In this paper, we analyze the performance of the existing algorithms focused on location based services how they operate under gaming environments.

Keywords: Flocking behavior, heterogeneous agents, similarity, simulation.

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73 Enabling Integration across Heterogeneous Care Networks

Authors: Federico Cabitza, Marco P. Locatelli, Marcello Sarini, Carla Simone

Abstract:

The paper shows how the CASMAS modeling language, and its associated pervasive computing architecture, can be used to facilitate continuity of care by providing members of patientcentered communities of care with a support to cooperation and knowledge sharing through the usage of electronic documents and digital devices. We consider a scenario of clearly fragmented care to show how proper mechanisms can be defined to facilitate a better integration of practices and information across heterogeneous care networks. The scenario is declined in terms of architectural components and cooperation-oriented mechanisms that make the support reactive to the evolution of the context where these communities operate.

Keywords: Pervasive Computing, Communities of Care, HeterogeneousCare Networks, Multi-Agent System.

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72 Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction

Authors: Eui Jun Jeong, Hye Rim Lee

Abstract:

This study examined whether big five personality traits affect game addiction with control of psychological, social, and demographic factors. Specifically, using data from a survey of 789 game users in Korea, we conducted a regression analysis to see the associations of psychological (loneliness/depression), social (activities with family/friends), self-efficacy (game/general), gaming (daily gaming time/perception), demographic (age/gender), and personality traits (extraversion, neuroticism conscientiousness, agreeableness, & openness) with the degree of game addiction. Results showed that neuroticism increase game addiction with no effect of extraversion on the addiction. General self-efficacy negatively affected game addiction, whereas game self-efficacy increased the degree of game addiction. Loneliness enhanced game addiction while depression showed a negative effect on the addiction. Results and implications are discussed.

Keywords: Game addiction, big five personality, social activities, self-efficacy, loneliness, depression.

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71 The Design and Development of Driving Game as an Evaluation Instrument for Driving License Test

Authors: Abdul Hadi Abdul Razak, Mohd Hairy Manap

Abstract:

The focus of this paper is to highlight the design and development of an educational game prototype as an evaluation instrument for the Malaysia driving license static test. This educational game brings gaming technology into the conventional objective static test to make it more effective, real and interesting. From the feeling of realistic, the future driver can learn something, memorized and use it in the real life. The current online objective static test only make the user memorized the answer without knowing and understand the true purpose of the question. Therefore, in real life, they will not behave as expected due to behavior and moral lacking. This prototype has been developed inform of multiple-choice questions integrated with 3D gaming environment to make it simulate the real environment and scenarios. Based on the testing conducted, the respondent agrees with the use of this game prototype it can increase understanding and promote obligation towards traffic rules.

Keywords: Educational game, evaluation instrument, game, game prototype.

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70 Compiler-Based Architecture for Context Aware Frameworks

Authors: Hossein Nejati, Seyed H. Mirisaee, Gholam H. Dastghaibifard

Abstract:

Computers are being integrated in the various aspects of human every day life in different shapes and abilities. This fact has intensified a requirement for the software development technologies which is ability to be: 1) portable, 2) adaptable, and 3) simple to develop. This problem is also known as the Pervasive Computing Problem (PCP) which can be implemented in different ways, each has its own pros and cons and Context Oriented Programming (COP) is one of the methods to address the PCP. In this paper a design for a COP framework, a context aware framework, is presented which has eliminated weak points of a previous design based on interpreter languages, while introducing the compiler languages power in implementing these frameworks. The key point of this improvement is combining COP and Dependency Injection (DI) techniques. Both old and new frameworks are analyzed to show advantages and disadvantages. Finally a simulation of both designs is proposed to indicating that the practical results agree with the theoretical analysis while the new design runs almost 8 times faster.

Keywords: Dependency Injection, Compiler-based architecture, Context-Oriented Programming, COP, Pervasive ComputingProblem

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69 Factors Affecting Slot Machine Performance in an Electronic Gaming Machine Facility

Authors: Etienne Provencal, David L. St-Pierre

Abstract:

A facility exploiting only electronic gambling machines (EGMs) opened in 2007 in Quebec City, Canada under the name of Salons de Jeux du Québec (SdjQ). This facility is one of the first worldwide to rely on that business model. This paper models the performance of such EGMs. The interest from a managerial point of view is to identify the variables that can be controlled or influenced so that a comprehensive model can help improve the overall performance of the business. The EGM individual performance model contains eight different variables under study (Game Title, Progressive jackpot, Bonus Round, Minimum Coin-in, Maximum Coin-in, Denomination, Slant Top and Position). Using data from Quebec City’s SdjQ, a linear regression analysis explains 90.80% of the EGM performance. Moreover, results show a behavior slightly different than that of a casino. The addition of GameTitle as a factor to predict the EGM performance is one of the main contributions of this paper. The choice of the game (GameTitle) is very important. Games having better position do not have significantly better performance than games located elsewhere on the gaming floor. Progressive jackpots have a positive and significant effect on the individual performance of EGMs. The impact of BonusRound on the dependent variable is significant but negative. The effect of Denomination is significant but weakly negative. As expected, the Language of an EGMS does not impact its individual performance. This paper highlights some possible improvements by indicating which features are performing well. Recommendations are given to increase the performance of the EGMs performance.

Keywords: EGM, linear regression, model prediction, slot operations.

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68 Digital Transformation of Lean Production: Systematic Approach for the Determination of Digitally Pervasive Value Chains

Authors: Peter Burggräf, Matthias Dannapfel, Hanno Voet, Patrick-Benjamin Bök, Jérôme Uelpenich, Julian Hoppe

Abstract:

The increasing digitalization of value chains can help companies to handle rising complexity in their processes and thereby reduce the steadily increasing planning and control effort in order to raise performance limits. Due to technological advances, companies face the challenge of smart value chains for the purpose of improvements in productivity, handling the increasing time and cost pressure and the need of individualized production. Therefore, companies need to ensure quick and flexible decisions to create self-optimizing processes and, consequently, to make their production more efficient. Lean production, as the most commonly used paradigm for complexity reduction, reaches its limits when it comes to variant flexible production and constantly changing market and environmental conditions. To lift performance limits, which are inbuilt in current value chains, new methods and tools must be applied. Digitalization provides the potential to derive these new methods and tools. However, companies lack the experience to harmonize different digital technologies. There is no practicable framework, which instructs the transformation of current value chains into digital pervasive value chains. Current research shows that a connection between lean production and digitalization exists. This link is based on factors such as people, technology and organization. In this paper, the introduced method for the determination of digitally pervasive value chains takes the factors people, technology and organization into account and extends existing approaches by a new dimension. It is the first systematic approach for the digital transformation of lean production and consists of four steps: The first step of ‘target definition’ describes the target situation and defines the depth of the analysis with regards to the inspection area and the level of detail. The second step of ‘analysis of the value chain’ verifies the lean-ability of processes and lies in a special focus on the integration capacity of digital technologies in order to raise the limits of lean production. Furthermore, the ‘digital evaluation process’ ensures the usefulness of digital adaptions regarding their practicability and their integrability into the existing production system. Finally, the method defines actions to be performed based on the evaluation process and in accordance with the target situation. As a result, the validation and optimization of the proposed method in a German company from the electronics industry shows that the digital transformation of current value chains based on lean production achieves a raise of their inbuilt performance limits.

Keywords: Digitalization, digital transformation, lean production, Industrie 4.0, value chain.

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67 C@sa: Intelligent Home Control and Simulation

Authors: Berardina De Carolis, Giovanni Cozzolongo

Abstract:

In this paper, we present C@sa, a multiagent system aiming at modeling, controlling and simulating the behavior of an intelligent house. The developed system aims at providing to architects, designers and psychologists a simulation and control tool for understanding which is the impact of embedded and pervasive technology on people daily life. In this vision, the house is seen as an environment made up of independent and distributed devices, controlled by agents, interacting to support user's goals and tasks.

Keywords: Ambient intelligence, agent-based systems, influence diagrams.

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66 The Contemporary Visual Spectacle — Critical Visual Literacy

Authors: Lai-Fen Yang

Abstract:

In this increasingly visual world, how can we best decipher and understand the many ways that our everyday lives are organized around looking practices and the many images we encounter each day? Indeed, how we interact with and interpret visual images is a basic component of human life. Today, however, we are living in one of the most artificial visual and image-saturated cultures in human history, which makes understanding the complex construction and multiple social functions of visual imagery more important than ever before. Themes regarding our experience of a visually pervasive mediated culture, here, termed visual spectacle.

Keywords: Visual culture, contemporary, visual spectacle.

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65 Game Skill Measure for Mixed Games

Authors: Roman V. Yampolskiy

Abstract:

Games can be classified as games of skill, games of chance or otherwise be classified as mixed. This paper deals with the topic of scientifically classifying mixed games as more reliant on elements of chance or elements of skill and ways to scientifically measure the amount of skill involved. This is predominantly useful for classification of games as legal or illegal in deferent jurisdictions based on the local gaming laws. We propose a novel measure of skill to chance ratio called the Game Skill Measure (GSM) and utilize it to calculate the skill component of a popular variant of Poker.

Keywords: Chance, Game, Skill, Luck.

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64 GridNtru: High Performance PKCS

Authors: Narasimham Challa, Jayaram Pradhan

Abstract:

Cryptographic algorithms play a crucial role in the information society by providing protection from unauthorized access to sensitive data. It is clear that information technology will become increasingly pervasive, Hence we can expect the emergence of ubiquitous or pervasive computing, ambient intelligence. These new environments and applications will present new security challenges, and there is no doubt that cryptographic algorithms and protocols will form a part of the solution. The efficiency of a public key cryptosystem is mainly measured in computational overheads, key size and bandwidth. In particular the RSA algorithm is used in many applications for providing the security. Although the security of RSA is beyond doubt, the evolution in computing power has caused a growth in the necessary key length. The fact that most chips on smart cards can-t process key extending 1024 bit shows that there is need for alternative. NTRU is such an alternative and it is a collection of mathematical algorithm based on manipulating lists of very small integers and polynomials. This allows NTRU to high speeds with the use of minimal computing power. NTRU (Nth degree Truncated Polynomial Ring Unit) is the first secure public key cryptosystem not based on factorization or discrete logarithm problem. This means that given sufficient computational resources and time, an adversary, should not be able to break the key. The multi-party communication and requirement of optimal resource utilization necessitated the need for the present day demand of applications that need security enforcement technique .and can be enhanced with high-end computing. This has promoted us to develop high-performance NTRU schemes using approaches such as the use of high-end computing hardware. Peer-to-peer (P2P) or enterprise grids are proven as one of the approaches for developing high-end computing systems. By utilizing them one can improve the performance of NTRU through parallel execution. In this paper we propose and develop an application for NTRU using enterprise grid middleware called Alchemi. An analysis and comparison of its performance for various text files is presented.

Keywords: Alchemi, GridNtru, Ntru, PKCS.

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63 The use of a Bespoke Computer Game For Teaching Analogue Electronics

Authors: Olaf Hallan Graven, Dag Andreas Hals Samuelsen

Abstract:

An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment. The game is tested on a group of second year electrical engineering students with good results.

Keywords: analogue electronics, e-learning, computer games for learning, virtual reality

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62 Mobile Ad-Hoc Service Grid – MASGRID

Authors: Imran Ihsan, Muhammad Abdul Qadir, Nadeem Iftikhar

Abstract:

Mobile devices, which are progressively surrounded in our everyday life, have created a new paradigm where they interconnect, interact and collaborate with each other. This network can be used for flexible and secure coordinated sharing. On the other hand Grid computing provides dependable, consistent, pervasive, and inexpensive access to high-end computational capabilities. In this paper, efforts are made to map the concepts of Grid on Ad-Hoc networks because both exhibit similar kind of characteristics like Scalability, Dynamism and Heterogeneity. In this context we propose “Mobile Ad-Hoc Services Grid – MASGRID".

Keywords: Mobile Ad-Hoc Networks, Grid Computing, Resource Discovery, Routing

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61 A Model for Managing Intellectual Property, Commercialisation and Technology Transfer within a Collaborative Research Environment

Authors: J. F. Arthur, R. M. Hodge

Abstract:

The Defence Materials Technology Centre has evolved from the Australian Cooperative Research Centres Program. The Centre receives funding from Government, industry and research sources to fund collaborative research within its participant organisations. The research centre is structured as a company with a small administrative staff and plays the role of the “honest broker” within the collaboration. A corporate culture has been established that is pervasive into the research projects are undertaken. The model is an effective mechanism to deliver outcomes to each of the participant stakeholders.

Keywords: Collaboration, Research Centre.

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60 True Detective as a Southern Gothic: A Study of Its Music-Lyrics

Authors: Divya Sharma

Abstract:

Nic Pizzolatto’s True Detective offers profound mythological and philosophical ramblings for audiences with literary sensibilities. An American Sothern Gothic with its Bayon landscape of the Gulf Coast of Louisiana, where two detectives Rustin Cohle and Martin Hart begin investigating the isolated murder of Dora Lange, only to discover an entrenched network of perversion and corruption, offers an existential outlook. The proposed research paper shall attempt to investigate the pervasive themes of gothic and existentialism in the music of the first season of the series.

Keywords: Existentialism, Gothic, Music, Mythology, Philosophy.

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59 Towards Natively Context-Aware Web Services

Authors: Hajer Taktak, Faouzi Moussa

Abstract:

With the ubiquitous computing’s emergence and the evolution of enterprises’ needs, one of the main challenges is to build context-aware applications based on Web services. These applications have become particularly relevant in the pervasive computing domain. In this paper, we introduce our approach that optimizes the use of Web services with context notions when dealing with contextual environments. We focus particularly on making Web services autonomous and natively context-aware. We implement and evaluate the proposed approach with a pedagogical example of a context-aware Web service treating temperature values. 

Keywords: Context-aware, CXF framework, ubiquitous computing, web service.

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58 The Use of ICT and e-Learning in Higher Education in Japan

Authors: Kumiko Aoki

Abstract:

Japan is known to be a technological powerhouse, being noted for its automobiles, consumer electronics, laptop computers, portable gaming devices, and more recently healing animal robots. Japan is also noted for its popular culture; manga, anime, novels, films, character goods, game programs, cosplay cafes, karaoke and so on. It may be natural for people outside Japan to assume that e-learning in Japan must be well advanced and innovative. In reality, the application of technologies in education in Japan is far behind of other developed countries. Especially in higher education, apathy of students towards their study prevails and teachers continue ignoring such student attitudes. E-learning, which is supposed to revolutionalize the way people learn as it has potentials to enable more student-centered learning, has not been realized in Japan and mostly used to perpetuate the teachercentered teaching in a different format.

Keywords: e-learning, Higher Education, ICT in Education, Japan

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57 ClassMATE: Enabling Ambient Intelligence in the Classroom

Authors: Asterios Leonidis, George Margetis, Margherita Antona, Constantine Stephanidis

Abstract:

Ambient Intelligence (AmI) environments bring significant potential to exploit sophisticated computer technology in everyday life. In particular, the educational domain could be significantly enhanced through AmI, as personalized and adapted learning could be transformed from paper concepts and prototypes to real-life scenarios. In this paper, an integrated framework is presented, named ClassMATE, supporting ubiquitous computing and communication in a school classroom. The main objective of ClassMATE is to enable pervasive interaction and context aware education in the technologically augmented classroom of the future.

Keywords: Ambient intelligence, smart classroom, pervasivecomputing, education.

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