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2011 Third International Conference on Intelligent Networking and Collaborative Systems最新文献

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Characterizing and Classifying Card-Sharing Traffic through Wavelet Analysis 基于小波分析的共享卡流量表征与分类
Aniello Castiglione, A. D. Santis, F. Palmieri
In the last years the interest in methods and techniques for circumventing digital video broadcasting security is continuously increasing, and digital TV content providers are struggling to restrict usage only to authorized users through complex conditional access systems. Currently, the most significant weakness is the card-sharing activity which allows a subscriber to provide access to digital contents to a group of users connected through an IP network. This is usually realized employing ad hoc customized devices. Detecting the presence of these illegal systems on the network by recognizing their related traffic is an important issue of primary importance. To avoid the identification of such traffic are often used payload obfuscation strategies based on encryption, making it difficult the adoption of packet inspection techniques. This paper presents some ideas about a possible strategy for binary classification and detection of card-sharing traffic based on the natural capability of Wavelet Analysis to decompose a traffic time series into several component series associated with particular time and frequency scales and hence allowing its observation at different frequency component levels and with different resolutions. These ideas are a first step for the implementation of a classification scheme that relies only on time regularities of the traffic and not on the packet content that may be affected by protocol and payload obfuscation techniques.
在过去的几年里,人们对规避数字视频广播安全的方法和技术的兴趣不断增加,数字电视内容提供商正在努力通过复杂的条件访问系统将使用限制在只有授权用户。目前,最明显的弱点是卡共享活动,它允许用户向通过IP网络连接的一组用户提供对数字内容的访问。这通常通过使用特别定制的设备来实现。通过识别其相关流量来检测网络上这些非法系统的存在是一个至关重要的问题。为了避免识别此类流量,通常采用基于加密的有效负载混淆策略,这使得数据包检测技术的采用变得困难。本文提出了基于小波分析的自然能力,将交通时间序列分解为与特定时间和频率尺度相关的几个分量序列,从而允许其在不同频率分量水平和不同分辨率下进行观察的一种可能的卡片共享流量二进制分类和检测策略。这些想法是实现分类方案的第一步,该方案仅依赖于流量的时间规律,而不依赖于可能受协议和有效负载混淆技术影响的数据包内容。
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引用次数: 2
Network Design Method by Link Protection for Network Load Alleviation against Failures 基于链路保护的网络故障负荷缓解设计方法
Akira Noguchi, Takeshi Fujimura, H. Miwa
Network reliability is needed as the Internet becomes an important social infrastructure. However, we face risks of failure and congestion on many links or routers, therefore, a network should be robust enough to avoid failure and congestion. As the route of a path between two nodes is automatically determined by a routing protocol, many paths may be included in a same link and it may cause congestion. Especially, when a link fails, the routes of the paths included in the link are automatically changed, and eventually congestion may occur. If there are critical links whose failures cause congestion, they must be protected by the function that a failed link is rapidly switched to its backup link in the lower layer and the failure is not detected over the IP layer. However, such a link protection increases investment cost for facilities and operational cost. In this paper, we formulate the problem to find links to be protected so that no congestion occurs even if any non-protected links fails. We prove that this problem is NP-hard. In addition, we present a polynomial-time algorithm to solve the problem that the number of simultaneously failed links is restricted to one.
随着互联网成为重要的社会基础设施,对网络可靠性提出了更高的要求。然而,我们在许多链路或路由器上面临故障和拥塞的风险,因此,网络应该足够健壮以避免故障和拥塞。由于两个节点之间的路径路由是由路由协议自动确定的,因此同一链路中可能包含多条路径,这可能会造成拥塞。特别是当某条链路发生故障时,该条链路所包含的路径的路由会自动发生变化,最终可能导致拥塞。如果存在关键链路因故障而导致拥塞,则需要在IP层上设置故障链路快速切换到备份链路,且不被IP层发现的功能。但是,这种链路保护增加了设施的投资成本和运行成本。在本文中,我们提出了寻找需要保护的链路的问题,以便即使任何非保护的链路失效也不会发生拥塞。我们证明了这个问题是np困难的。此外,我们还提出了一种多项式时间算法来解决同时失效链路的数量被限制为一个的问题。
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引用次数: 10
An Efficiency of Optimization Method of Sign Sound Using Interactive Differential Evolution 基于交互差分进化的符号声音优化方法的有效性
M. Fukumoto, Shintarou Ogawa
Interactive Evolutionary Computation is well known as an effective method to create media contents suited to user's preference and objectives to use. As one of the methods, we have already presented a method that creates sign sounds with Interactive Differential Evolution (IDE). In the user's evaluation process, the user selects better one from two presented media contents. In this study, to fundamentally investigate the efficacy of the IDE method, three listening experiments were performed, experiment 1 as comparing experiment, experiment 2 as re-evaluation for subjects themselves, and experiment 3 as re-evaluation for other subjects. Target of the creation with the IDE method was warning sign sounds. Ten males participated as subjects in the experiments. In the result of the experiment 2, gradual increase of the subjective fitness value was observed. In the result of the experiment 3, increase of the subjective fitness value was not observed. These results suggested that the IDE method has a possibility to create sign sounds suited to user's preference.
交互式进化计算被认为是一种有效的方法来创建适合用户偏好和使用目标的媒体内容。作为其中一种方法,我们已经提出了一种使用交互式差分进化(IDE)创建符号声音的方法。在用户的评价过程中,用户从呈现的两种媒体内容中选择较好的一种。在本研究中,为了从根本上考察IDE方法的有效性,我们进行了三个听力实验,实验1为比较实验,实验2为被试自身再评价,实验3为被试其他再评价。使用IDE方法创建的目标是警告标志声音。10名男性作为实验对象参加了实验。在实验2的结果中,主观适应度值逐渐升高。在实验3的结果中,没有观察到主观适应度值的增加。这些结果表明,IDE方法有可能创建适合用户偏好的标志声音。
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引用次数: 5
A New Generation Network Architecture to Accommodate Virtual Network Application Services 适应虚拟网络应用服务的新一代网络架构
Hiroaki Yamanaka, M. Shimamura, S. Ishii, Eiji Kawai, K. Iida, M. Tsuru
The Internet architecture has been reconsidered along with newly emerging diverse Internet applications, and cooperation between applications and networks becomes desired. Inherently, an application service provider concentrates on serving its own application with the high performance while an infrastructure service provider needs to consider an efficient and fair use of its physical resources to simultaneously support different applications. We propose an architecture that coordinates requirements of both types of providers based on network virtualization technologies in general and Open Flow framework in particular. In our architecture, an application service provider can easily construct a virtual network for its application service, while an infrastructure provider can achieve an efficient use of physical resource adaptively within the restriction to maintain a required performance of supporting virtual networks.
随着各种Internet应用的出现,Internet体系结构得到了重新考虑,应用程序与网络之间的协作成为需要。从本质上讲,应用程序服务提供商专注于为自己的应用程序提供高性能服务,而基础设施服务提供商需要考虑有效和公平地使用其物理资源,以同时支持不同的应用程序。我们提出了一种体系结构,该体系结构一般基于网络虚拟化技术,特别是基于开放流框架,协调这两种类型的提供商的需求。在我们的体系结构中,应用程序服务提供者可以轻松地为其应用程序服务构建虚拟网络,而基础设施提供者可以在限制范围内自适应地实现对物理资源的有效利用,以保持支持虚拟网络所需的性能。
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引用次数: 0
A New Model for Storytelling Complex Learning Objects 讲述复杂学习对象的新模型
G. Mangione, F. Orciuoli, A. Pierri, Pierluigi Ritrovato, M. Rosciano
This paper focuses the attention on a particular complex learning resource, namely storytelling that is characterized by its capability to support high-level learning processes thanks to a remediation of languages, strategies and roles. In the traditional forms of storytelling, a story is told to learners in a predefined way (also known as plot). This approach is called plot-based. An alternative approach is known as character-based. The plot-based approach fails to model the dynamic behaviors of virtual characters. On the other hand, the character-based approach focuses on designing the specific behaviors or actions of the virtual characters. In this work a Storytelling Design Model is defined in order to provide pedagogy-based guidelines to the design of Storytelling Complex Learning Objects taking care of both the plot-based and character-based approaches.
本文将注意力集中在一种特殊的复杂学习资源上,即讲故事,它的特点是能够支持高水平的学习过程,这要归功于语言、策略和角色的补救。在传统的讲故事形式中,故事是以预先设定好的方式(也称为情节)告诉学习者的。这种方法被称为基于情节的方法。另一种方法称为基于字符的方法。基于情节的方法无法模拟虚拟人物的动态行为。另一方面,基于角色的方法侧重于设计虚拟角色的特定行为或动作。在这项工作中,我们定义了一个讲故事设计模型,以便为讲故事复杂学习对象的设计提供基于教学法的指导方针,同时考虑基于情节和基于角色的方法。
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引用次数: 14
Blended Game-Based Learning Environments: Extending a Serious Game into a Learning Content Management System 基于游戏的混合学习环境:将严肃游戏扩展到学习内容管理系统
I. Dunwell, Panagiotis Petridis, S. Arnab, A. Protopsaltis, M. Hendrix, S. Freitas
Serious games have recognized potential as a means to tackle many challenges in education, ranging from stimulating increased learner motivation, to transferring challenging concepts in a novel and engaging form. They are commonly shown to work most effectively in blended approaches to learning, whereby the game plays a core role in a wider pedagogic approach, often based around an experiential or exploratory model. In this paper, we explore how the integration of a serious game, and more generally gaming paradigms, can be extended to a learning content management system (LCMS) to support a blended and holistic approach to their use in education. Through a case study within the EU-Funded Adaptive Learning via Intuitive/Interactive, Collaborative and Emotional Systems (ALICE) project, we demonstrate a technical integration of a gaming engine with a proprietary LCMS, and discuss the broader pedagogic benefits of such an approach. In particular, we note how this method can support an 'intuitive guided' or scaffolded approach to learning, where the learner is given the potential to explore a non-linear learning environment, whilst scaffolding and blending provides the guidance towards ensuring targeted learning objectives are met.
严肃游戏已经被公认为是解决教育中许多挑战的一种手段,从刺激学习者的动机,到以新颖和吸引人的形式传递具有挑战性的概念。它们通常被证明在混合学习方法中最有效,即游戏在更广泛的教学方法中扮演核心角色,通常基于经验或探索模式。在本文中,我们探讨了如何将严肃游戏和更普遍的游戏范例整合到学习内容管理系统(LCMS)中,以支持在教育中使用混合和整体方法。通过欧盟资助的适应性学习(Adaptive Learning via Intuitive/Interactive, Collaborative and Emotional Systems, ALICE)项目的案例研究,我们展示了游戏引擎与专有LCMS的技术集成,并讨论了这种方法的更广泛的教学效益。特别是,我们注意到这种方法如何支持“直观引导”或框架式的学习方法,在这种方法中,学习者有可能探索非线性学习环境,而框架和混合为确保实现目标学习目标提供了指导。
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引用次数: 26
Knowledge Constructive Jigsaw as an Adaptive Learning Framework: Its Design Principles and Network Supports 知识建构拼图作为自适应学习框架:设计原则与网络支持
N. Miyake
I will report our current endeavor to create a learning community aiming for better quality education, by changing classroom practices from teacher-centric to learner-centric. Our efforts are focused on creating intellectually challenging collaborative learning based on a framework called "constructive interaction, " which has been identified as a basic skill of human beings to learn from social interaction. The design is called the "Knowledge Constructive Jigsaw, " which encourages the learners engage in actively explaining what each learner knows to integrate them and create an answer to the shared problem. In this presentation, I will explain the basic framework and how it can be implemented in regular classroom activities, with some outcomes. I will then touch upon how this renovation effort opens new research fields, including the formation of a networked, sustainable learning community.
我将报告我们目前的努力,即通过将课堂实践从以教师为中心转变为以学生为中心,创建一个以提高教育质量为目标的学习型社区。我们的努力集中在基于“建设性互动”框架的智力挑战协作学习上,这已经被确定为人类从社会互动中学习的基本技能。这种设计被称为“知识建构拼图”,它鼓励学习者积极地解释每个学习者所知道的东西,并将它们整合起来,为共同的问题创造一个答案。在这次演讲中,我将解释基本框架,以及如何在常规课堂活动中实施它,并取得一些成果。然后,我将谈到这种革新如何开辟新的研究领域,包括形成一个网络化的、可持续的学习社区。
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引用次数: 0
Abuse-freeness Electronic Payment Protocol 防止滥用电子支付协议
K. Fan, Yue Wang, Hui Li
Abuse-freeness is one of the most interesting new problems in the electronic payment security today. It is an effective supplementary for the fairness. It is confused for researchers how to get real abuse-freeness in electronic payment. An abuse-freeness electronic payment protocol for real goods is proposed in this paper. The protocol has the abuse-freeness by introducing a trusted third party and using the concurrent signature and it has prevented both sides in payment to originate and terminate protocol maliciously. At the same time fairness and security are also achieved in the proposed protocol.
防止滥用是当今电子支付安全领域最受关注的新问题之一。它是对公平性的有效补充。如何在电子支付中实现真正的无滥用一直困扰着研究人员。提出了一种无滥用的实物电子支付协议。该协议通过引入可信第三方和使用并发签名来防止滥用,防止了支付双方恶意发起和终止协议。同时,该协议还实现了公平性和安全性。
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引用次数: 0
A Seamless Connection for Authentication Required Web Sites by Shibboleth Shibboleth为需要认证的网站提供无缝连接
Kenzi Watanabe, M. Otani
Shibboleth enables a seamless connection for authentication required Web sites. In this paper, we describe an implementation and a practice for such connection in e-Learning between a Moodle, a video streaming site and providing results of examinations site.
Shibboleth为需要身份验证的Web站点提供无缝连接。在本文中,我们描述了在Moodle,视频流网站和提供考试结果网站之间的e-Learning中这种连接的实现和实践。
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引用次数: 1
Performance Evaluation of MANET Testbed in a Mixed Indoor and Outdoor Environment 室内外混合环境下MANET试验台性能评价
M. Hiyama, Elis Kulla, Makoto Ikeda, L. Barolli, Jiro Iwashige
A Mobile Ad hoc Network (MANETs) is a group of wireless mobile terminals, which cooperate together by routing packets to each other on a temporary network. MANETs are attracting attention for their potential use in several fields such as collaborative computing and communications in indoor and outdoor environments. Considering mobility of the terminals, routing is a key process for operation of MANETs. In this paper, we analyze the performance of Optimized Link State Routing (OLSR) protocol in a mixed indoor and outdoor environment considering different scenarios (STA1, STA2, MOV) for horizontal topology. We evaluate the scenarios based on throughput and delay metrics. From the experimental results, we found that for STA1 scenario, there is a decrease in performance in the case of rightarrow-4 flow, for both metrics, because of the hop distance. For STA2 scenario, the presence of node 5 improves route quality for rightarrow-4 flow. When destination node is moving (MOV scenario), the delay and throughput decreased because it becomes difficult to keep the route to the destination.
移动自组网(manet)是一组无线移动终端,它们在一个临时网络中通过相互路由数据包的方式相互协作。manet因其在室内和室外环境中的协作计算和通信等多个领域的潜在用途而引起人们的关注。考虑到终端的移动性,路由是城域网运行的关键环节。本文分析了水平拓扑下不同场景(STA1、STA2、MOV)下,优化链路状态路由(OLSR)协议在室内和室外混合环境下的性能。我们基于吞吐量和延迟度量来评估场景。从实验结果中,我们发现,对于STA1场景,由于跳距离的原因,在右箭头4流的情况下,两个指标的性能都有所下降。对于STA2场景,节点5的存在提高了右4流的路由质量。当目的节点移动时(MOV场景),由于难以保持到目的节点的路由,延迟和吞吐量下降。
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引用次数: 0
期刊
2011 Third International Conference on Intelligent Networking and Collaborative Systems
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