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2020 IEEE/ACM Symposium on Edge Computing (SEC)最新文献

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Hiding in Plain Sight: A Measurement and Analysis of Kids’ Exposure to Malicious URLs on YouTube 隐藏在显而易见的地方:儿童在YouTube上暴露于恶意url的测量和分析
Pub Date : 2020-09-16 DOI: 10.1109/SEC50012.2020.00046
Sultan Alshamrani, Ahmed A. Abusnaina, David A. Mohaisen
The Internet has become an essential part of children’s and adolescents’ daily life. Social media platforms are used as educational and entertainment resources on daily bases by young users, leading enormous efforts to ensure their safety when interacting with various social media platforms. In this paper, we investigate the exposure of those users to inappropriate and malicious content in comments posted on YouTube videos targeting this demographic. We collected a large-scale dataset of approximately four million records, and studied the presence of malicious and inappropriate URLs embedded in the comments posted on these videos. Our results show a worrisome number of malicious and inappropriate URLs embedded in comments available for children and young users. In particular, we observe an alarming number of inappropriate and malicious URLs, with a high chance of kids exposure, since the average number of views on videos containing such URLs is 48 million. When using such platforms, children are not only exposed to the material available in the platform, but also to the content of the URLs embedded within the comments. This highlights the importance of monitoring the URLs provided within the comments, limiting the children’s exposure to inappropriate content.
互联网已经成为儿童和青少年日常生活中必不可少的一部分。社交媒体平台被年轻用户作为日常的教育和娱乐资源,他们在与各种社交媒体平台互动时付出了巨大的努力来确保他们的安全。在本文中,我们调查了这些用户在针对这一人口统计的YouTube视频上发布的评论中暴露的不适当和恶意内容。我们收集了大约400万条记录的大规模数据集,并研究了这些视频评论中嵌入的恶意和不适当url的存在。我们的结果显示,在儿童和青少年用户的评论中嵌入了大量恶意和不适当的url,这令人担忧。特别是,我们观察到数量惊人的不适当和恶意url,儿童暴露的可能性很高,因为包含此类url的视频的平均浏览量为4800万。当使用这样的平台时,孩子们不仅会接触到平台上可用的材料,还会接触到嵌入在评论中的url的内容。这突出了监控评论中提供的url的重要性,限制了儿童接触不适当的内容。
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引用次数: 6
LevelUp: A thin-cloud approach to game livestreaming LevelUp:游戏直播的薄云方法
Pub Date : 2020-08-28 DOI: 10.1109/SEC50012.2020.00037
Landon P. Cox, Lixiang Ao
Game livestreaming is hugely popular and growing. Each month, Twitch hosts over two million unique broadcasters with a collective audience of 140 million unique viewers. Despite its success, livestreaming services are costly to run. AWS and Azure both charge hundreds of dollars to encode 100 hours of multi-bitrate video, and potentially thousands each month to transfer the video data of one gamer to a relatively small audience.In this work, we demonstrate that mobile edge devices are ready to play a more central role in multi-bitrate livestreaming. In particular, we explore a new strategy for game livestreaming that we call a thin-cloud approach. Under a thin-cloud approach, livestreaming services rely on commodity web infrastructure to store and distribute video content and leverage hardware acceleration on edge devices to transcode video and boost the video quality of low-bitrate streams. We have built a prototype system called LevelUp that embodies the thin-cloud approach, and using our prototype we demonstrate that mobile hardware acceleration can support real-time video transcoding and significantly boost the quality of low-bitrate video through a machine-learning technique called super resolution. We show that super-resolution can improve the visual quality of low-resolution game streams by up to 88% while requiring approximately half the bandwidth of higher-bitrate streams. Finally, energy experiments show that LevelUp clients consume only 5% of their battery capacity watching 30 minutes of video.
游戏直播非常受欢迎,而且还在不断增长。每个月,Twitch拥有超过200万个独立的广播公司,拥有1.4亿独立观众。尽管取得了成功,但直播服务的运营成本很高。AWS和Azure对100小时的多比特率视频进行编码都要收取数百美元的费用,而将一名玩家的视频数据传输给相对较小的受众,每个月可能要收取数千美元的费用。在这项工作中,我们证明了移动边缘设备已经准备好在多比特率直播中发挥更重要的作用。特别是,我们探索了一种新的游戏直播策略,我们称之为瘦云方法。在瘦云方法下,直播服务依赖于商品网络基础设施来存储和分发视频内容,并利用边缘设备上的硬件加速来转码视频并提高低比特率流的视频质量。我们已经构建了一个名为LevelUp的原型系统,它体现了瘦云方法,并且使用我们的原型,我们证明了移动硬件加速可以支持实时视频转码,并通过称为超分辨率的机器学习技术显着提高低比特率视频的质量。我们表明,超分辨率可以将低分辨率游戏流的视觉质量提高88%,而所需的带宽大约是高比特率流的一半。最后,能源实验表明,LevelUp客户观看30分钟的视频只消耗了电池容量的5%。
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引用次数: 3
Spatula: Efficient cross-camera video analytics on large camera networks Spatula:大型摄像机网络上高效的跨摄像机视频分析
Pub Date : 2020-08-23 DOI: 10.1109/SEC50012.2020.00016
Samvit Jain, Xun Zhang, Yuhao Zhou, G. Ananthanarayanan, Junchen Jiang, Yuanchao Shu, P. Bahl, Joseph Gonzalez
Cameras are deployed at scale with the purpose of searching and tracking objects of interest (e.g., a suspected person) through the camera network on live videos. Such cross-camera analytics is data and compute intensive, whose costs grow with the number of cameras and time. We present Spatula, a cost-efficient system that enables scaling cross-camera analytics on edge compute boxes to large camera networks by leveraging the spatial and temporal cross-camera correlations. While such correlations have been used in computer vision community, Spatula uses them to drastically reduce the communication and computation costs by pruning search space of a query identity (e.g., ignoring frames not correlated with the query identity’s current position). Spatula provides the first system substrate on which cross-camera analytics applications can be built to efficiently harness the cross-camera correlations that are abundant in large camera deployments. Spatula reduces compute load by $8.3times$ on an 8-camera dataset, and by $23times-86times$ on two datasets with hundreds of cameras (simulated from real vehicle/pedestrian traces). We have also implemented Spatula on a testbed of 5 AWS DeepLens cameras.
摄像机被大规模部署,目的是通过实时视频的摄像机网络搜索和跟踪感兴趣的对象(例如,嫌疑人)。这种跨摄像头的分析是数据和计算密集型的,其成本随着摄像头数量和时间的增长而增长。我们介绍了Spatula,这是一个经济高效的系统,通过利用空间和时间的跨相机相关性,可以将边缘计算盒上的跨相机分析扩展到大型相机网络。虽然这种相关性已经在计算机视觉社区中使用,但Spatula通过修剪查询标识的搜索空间(例如,忽略与查询标识当前位置不相关的帧)来大幅降低通信和计算成本。Spatula提供了第一个系统基板,可以在其上构建跨相机分析应用程序,以有效地利用大型相机部署中丰富的跨相机相关性。Spatula在8个摄像头的数据集上减少了8.3倍的计算负荷,在两个具有数百个摄像头的数据集上减少了23倍至86倍的计算负荷(从真实的车辆/行人轨迹模拟)。我们还在5台AWS DeepLens相机的测试平台上实现了Spatula。
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引用次数: 58
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2020 IEEE/ACM Symposium on Edge Computing (SEC)
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