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Design and Simulation of High Performance Parallel Architectures Using the ISAC Language 基于ISAC语言的高性能并行体系结构设计与仿真
Pub Date : 2011-02-01 DOI: 10.5176/2010-2283_1.2.46
Zdenek Prikryl, J. Kroustek, Tomás Hruska, D. Kolář, Karel Masarík, A. Husár
Most of modern embedded systems for multimedia and network applications are based on parallel data stream processing. The data processing can be done using very long instruction word processors (VLIW), or using more than one high performance application-specific instruction set processor (ASIPs), or even by their combination on single chip. Design and testing of these complex systems is time-consuming and iterative process. Architecture description languages (ADLs) are one of the most effective solutions for single processor design. However, support for description of parallel architectures and multi-processor systems is very low or completely missing in nowadays ADLs. This article presents utilization of new extensions for existing architecture description language ISAC. These extensions are used for easy and fast prototyping and testing of parallel based systems and processors.
大多数现代多媒体和网络应用嵌入式系统都是基于并行数据流处理的。数据处理可以使用非常长的指令字处理器(VLIW),或者使用多个高性能特定于应用程序的指令集处理器(asip),或者甚至通过它们在单个芯片上的组合完成。这些复杂系统的设计和测试是一个耗时且反复的过程。体系结构描述语言(adl)是单处理器设计最有效的解决方案之一。然而,在当前的adl中,对并行体系结构和多处理器系统的描述支持非常少或完全缺失。本文介绍了现有体系结构描述语言ISAC的新扩展的使用。这些扩展用于简单快速的基于并行的系统和处理器的原型和测试。
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引用次数: 3
Mobile Based Interaction System for the Paralyzed People 基于移动的残疾人互动系统
Pub Date : 2011-02-01 DOI: 10.5176/2010-2283_1.2.45
K. Srivastava, Animesh, .. Dr.M.HimaBindu
New methods and technologies are needed to face the various kinds of present and future challenges like addressing the problems or issues related to disabled people. We have focused on enabling quadriplegic’s entertainment in the present work. By utilizing the sensing and processing capabilities of today’s mobile devices it is possible to capture rich quantitative data about the usage and context of mobile and ubiquitous applications in the field. In this paper, we are proposing a tool which is using one of these capabilities of the mobile device which is the accelerometer sensors. The mobile having accelerometer sensors fitted on the head of the quadriplegic will be used to track the head gestures made. Paralyzed people are those people whose body movements are restricted due to injury of brain or some other malfunction of parts of brain or the spinal cord. The tool will capture the gesture and interpret it or recognize the gesture and perform the required action i.e. mapped on to the operations of the computer in front of the subject. The tool thus aids the mobility-restricted person to use the computer and entertain himself/herself when alone at home. The final part of the paper describes the experimentation goals, the total process and preliminary results. Future work directions are also indicated.
需要新的方法和技术来面对当前和未来的各种挑战,如解决与残疾人有关的问题或问题。我们在目前的工作中专注于实现四肢瘫痪的娱乐。通过利用当今移动设备的传感和处理能力,可以捕获有关该领域移动和无处不在的应用程序的使用和背景的丰富定量数据。在本文中,我们提出了一种工具,它使用了移动设备的这些功能之一,即加速度计传感器。这款手机在四肢瘫痪者的头部安装了加速传感器,将用于跟踪头部的手势。瘫痪的人是那些身体活动受到限制的人,由于大脑损伤或大脑或脊髓的其他部分的功能障碍。该工具将捕获手势并解释它或识别手势并执行所需的操作,即映射到主题前面的计算机操作。因此,该工具帮助行动不便的人在独自在家时使用电脑和娱乐自己。论文的最后部分描述了实验目标、整个过程和初步结果。并指出了今后的工作方向。
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引用次数: 1
Parallel Solution of Covering Problems Super-Linear Speedup on a Small Set of Cores 覆盖问题的并行解在小核集上的超线性加速
Pub Date : 2011-02-01 DOI: 10.5176/2010-2283_1.2.48
B. Steinbach, C. Posthoff
This paper aims at better possibilities to solve problems of exponential complexity. Our special focus is the combination of the computational power of four cores of a standard PC with better approaches in the application domain. As the main example we selected the unate covering problem which must be solved, among others, in the process of circuit synthesis and for graph-covering (domination) problems. We introduce into the wide field of problems that can be solved using Boolean models. We explain the models and the classic solutions, and discuss the results of a selected model by using a benchmark set. Subsequently we study sources of parallelism in the application domain and explore improvements given by the parallel utilization of the available four cores of a PC. Starting with a uniform splitting of the problem, we suggest improvements by means of an adaptive division and an intelligent master. Our experimental results confirm that the combination of improvements of the application models and of the algorithmic domain leads to a remarkable speedup and an overall improvement factor of more than 35 millions in comparison with the improved basic approach.
本文旨在更好地解决指数复杂性问题的可能性。我们特别关注的是将标准PC的四核计算能力与应用领域的更好方法相结合。作为主要的例子,我们选择了在电路综合过程中必须解决的单图覆盖问题和图覆盖(控制)问题。我们引入了可以用布尔模型解决的广泛问题。我们解释了模型和经典解决方案,并通过使用基准集讨论了选定模型的结果。随后,我们研究了应用领域中并行性的来源,并探讨了PC机可用四核并行利用所带来的改进。从问题的统一分裂开始,我们建议通过自适应划分和智能主人的方式进行改进。我们的实验结果证实,与改进的基本方法相比,应用模型和算法领域的改进相结合,导致了显着的加速和超过3500万的整体改进因子。
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引用次数: 7
Identifying Potential Security Flaws using Loophole Analysis and the SECREt 利用漏洞分析和秘密识别潜在的安全漏洞
Pub Date : 2011-02-01 DOI: 10.5176/2010-2283_1.2.40
Curtis Busby-Earle, E. Mugisa
In contemporary software development there are a number of methods that attempt to ensure the security of a system. Many of these methods are however introduced in the latter stages of development or try to address the issues of securing a software system by envisioning possible threats to that system, knowledge that is usually both subjective and esoteric. In this paper we introduce the concept of path fixation and discuss how contradictory paths or loopholes, discovered during requirements engineering and using only a requirements specification document, can lead to potential security flaws in a proposed system. The SECREt is a proof-of-concept prototype tool developed to demonstrate the effectiveness of loophole analysis. We discuss how the tool performs a loophole analysis and present the results of tests conducted on an actual specification document. We conclude that loophole analysis is an effective, objective method for the discovery of potential vulnerabilitites that exist in proposed systems and that the SECREt can be successfully incorporated into the requirements engineering process.
在当代软件开发中,有许多方法试图确保系统的安全性。然而,这些方法中的许多都是在开发的后期阶段引入的,或者试图通过设想对该系统的可能威胁来解决保护软件系统的问题,这些知识通常是主观的和深奥的。在本文中,我们介绍了路径固定的概念,并讨论了在需求工程期间发现的、仅使用需求规范文档的矛盾路径或漏洞是如何导致拟议系统中潜在的安全缺陷的。SECREt是一个概念验证原型工具,用于演示漏洞分析的有效性。我们将讨论该工具如何执行漏洞分析,并给出在实际规范文档上进行的测试结果。我们得出结论,漏洞分析是一种有效的、客观的方法,用于发现存在于被提议系统中的潜在漏洞,并且SECREt可以成功地合并到需求工程过程中。
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引用次数: 0
Key Agreement for Large-Scale Dynamic Peer Group 大规模动态对等体组密钥协议
Pub Date : 2010-11-01 DOI: 10.5176/978-981-08-7656-2_A-34
X. Yi, E. Okamoto
Many applications in distributed computing systems, such as IP telephony, teleconferencing, collaborative workspaces, interactive chats and multi-user games, involve dynamic peer groups. In order to secure communications in dynamic peer groups, group key agreement protocols are needed. In this paper, we come up with a new group key agreement protocol, composed of a basic protocol and a dynamic protocol, for large-scale dynamic peer groups. Our protocols are natural extensions of one round tripartite Diffie-Hellman key agreement protocol. In view of it, our protocols are believed to be more efficient than those group key agreement protocols built on two-party Diffie- Hellman key agreement protocol. In addition, our protocols have the properties of group key secrecy, forward and backward secrecy, and key independence.
分布式计算系统中的许多应用,如IP电话、远程会议、协作工作空间、交互式聊天和多用户游戏,都涉及动态对等组。为了保证动态对等组中的通信安全,需要组密钥协商协议。本文针对大规模动态对等体组,提出了一种新的组密钥协商协议,该协议由基本协议和动态协议组成。我们的协议是一轮三方迪菲-赫尔曼密钥协议的自然扩展。鉴于此,我们的协议被认为比建立在双方Diffie- Hellman密钥协议基础上的组密钥协议更有效。此外,我们的协议还具有组密钥保密、前向和后向保密、密钥独立等特性。
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引用次数: 1
A rule based taxonomy of dirty data. 基于规则的脏数据分类法。
Pub Date : 2010-07-12 DOI: 10.5176/978-981-08-6308-1_D-035
Lin Li, Taoxin Peng, J. Kennedy
There is a growing awareness that high quality of data is a key to today’s business success and that dirty data existing within data sources is one of the causes of poor data quality. To ensure high quality data, enterprises need to have a process, methodologies and resources to monitor, analyze and maintain the quality of data. Nevertheless, research shows that many enterprises do not pay adequate attention to the existence of dirty data and have not applied useful methodologies to ensure high quality data for their applications. One of the reasons is a lack of appreciation of the types and extent of dirty data. In practice, detecting and cleaning all the dirty data that exists in all data sources is quite expensive and unrealistic. The cost of cleaning dirty data needs to be considered for most of enterprises. This problem has not attracted enough attention from researchers. In this paper, a rule-based taxonomy of dirty data is developed. The proposed taxonomy not only provides a mechanism to deal with this problem but also includes more dirty data types than any of existing such taxonomies.
越来越多的人意识到,高质量的数据是当今业务成功的关键,而数据源中存在的脏数据是导致数据质量差的原因之一。为了确保高质量的数据,企业需要有一个过程、方法和资源来监控、分析和维护数据的质量。然而,研究表明,许多企业没有对脏数据的存在给予足够的重视,也没有采用有用的方法来确保其应用程序的高质量数据。原因之一是缺乏对脏数据的类型和范围的认识。在实践中,检测和清除存在于所有数据源中的所有脏数据是非常昂贵和不现实的。大多数企业都需要考虑清理脏数据的成本。这个问题还没有引起研究者的足够重视。本文提出了一种基于规则的脏数据分类方法。所建议的分类法不仅提供了处理这个问题的机制,而且比任何现有的此类分类法包含更多的脏数据类型。
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引用次数: 32
Multi-view Rendering using GPU for 3-D Displays 使用GPU进行3d显示的多视图渲染
Pub Date : 2010-06-01 DOI: 10.5176/2010-2283_1.1.08
Vincent Nozick, François de Sorbier, H. Saito
Creating computer graphics based content for stereoscopic and auto-stereoscopic displays requires to render a scene several times from slightly different viewpoints. In that case, maintaining real-time rendering can be a difficult goal if the geometry reaches thousands of triangles. However, similarities exist among the vertices belonging to the different views like the texture, some transformations or parts of the lightning. In this paper, we present a single pass algorithm using the GPU that speeds-up the rendering of stereoscopic and multi-view images. The geometry is duplicated and transformed for the new viewpoints using a shader program, which avoid redundant operations on vertices.
为立体显示和自动立体显示创建基于计算机图形的内容需要从稍微不同的视点多次渲染一个场景。在这种情况下,如果几何图形达到数千个三角形,维护实时渲染可能是一个困难的目标。然而,属于不同视图的顶点之间存在相似之处,例如纹理,某些转换或闪电的部分。在本文中,我们提出了一种使用GPU的单通道算法,以加快立体和多视图图像的渲染速度。使用着色器程序复制和转换新视点的几何形状,从而避免了对顶点的冗余操作。
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引用次数: 5
Video Game Design Method for Novice 新手电子游戏设计方法
Pub Date : 2010-04-06 DOI: 10.5176/978-981-08-5480-5_030
Wei Hao, A. Khurana
This paper shows how college students without prior experience in video game design can create an interesting video game. Video game creation is a task that requires weeks if not months of dedication and perseverance to complete. However, with Alice, a group of three sophomore students who never designed a game can create a full-fledged video game from given specifications. Alice is 3D graphics interactive animation software, which is well-tried and proven to be an enjoyable learning environment. At the start of this project, students are given guidelines that describe expected outcomes. With minimum supervision, in three days, a working program that matches the guidelines is accomplished. In additional two days, students enhance the quality with better graphics design and music. With this experience, 3D graphics interactive animation software, like Alice, is demonstrated to be a useful teaching tool in education for academic courses of game development and design. This paper not just discusses how the video game was created, but also speaks of the difficulties the team overcomes easily with Alice.
本文展示了没有电子游戏设计经验的大学生如何创造出一款有趣的电子游戏。电子游戏创造是一项需要数周甚至数月的投入和坚持才能完成的任务。然而,在《爱丽丝》中,三个从未设计过游戏的大二学生可以根据给定的规格制作出一款完整的电子游戏。爱丽丝是3D图形交互动画软件,这是经过良好尝试和证明是一个愉快的学习环境。在这个项目开始时,学生们会得到描述预期结果的指导方针。在最少的监督下,在三天内,一个符合指导方针的工作计划就完成了。在另外两天的时间里,学生们通过更好的图形设计和音乐来提高质量。有了这样的经验,像Alice这样的3D图形交互动画软件在游戏开发和设计的学术课程中被证明是一个有用的教学工具。本文不仅讨论了这款电子游戏的制作过程,还讨论了团队在制作《爱丽丝》时轻松克服的困难。
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引用次数: 0
Networked Games based on Web Services 基于Web服务的网络游戏
Pub Date : 2010-04-06 DOI: 10.5176/978-981-08-5480-5_072
Chong-wei Xu, Hongwei Lei, Daniel Xu
On one hand, web services have demonstrated their important roles in the field of computing. On the other, networked games need server support, which is usually based on socket programming. For example, in a two-player taketurn game using TCP protocol, a server communicates and coordinates the two game GUIs utilized by the two players. This gives rise to one important research question, “Can the server take the advantages of web services in order to replace the sockets while supporting networked games?” This article describes some technical aspects for accomplishing this goal.
一方面,web服务已经证明了它们在计算领域的重要作用。另一方面,网络游戏需要服务器支持,这通常基于套接字编程。例如,在使用TCP协议的双人轮流游戏中,服务器通信并协调两个玩家使用的两个游戏gui。这就引出了一个重要的研究问题:“服务器能否利用web服务的优势,在支持网络游戏的同时取代套接字?”本文描述了实现这一目标的一些技术方面。
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引用次数: 1
期刊
GSTF international journal on computing
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