Pub Date : 2011-02-01DOI: 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.
{"title":"Design and Simulation of High Performance Parallel Architectures Using the ISAC Language","authors":"Zdenek Prikryl, J. Kroustek, Tomás Hruska, D. Kolář, Karel Masarík, A. Husár","doi":"10.5176/2010-2283_1.2.46","DOIUrl":"https://doi.org/10.5176/2010-2283_1.2.46","url":null,"abstract":"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.","PeriodicalId":91079,"journal":{"name":"GSTF international journal on computing","volume":"38 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78015219","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-02-01DOI: 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.
{"title":"Mobile Based Interaction System for the Paralyzed People","authors":"K. Srivastava, Animesh, .. Dr.M.HimaBindu","doi":"10.5176/2010-2283_1.2.45","DOIUrl":"https://doi.org/10.5176/2010-2283_1.2.45","url":null,"abstract":"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.","PeriodicalId":91079,"journal":{"name":"GSTF international journal on computing","volume":"127 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74856362","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-02-01DOI: 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.
{"title":"Parallel Solution of Covering Problems Super-Linear Speedup on a Small Set of Cores","authors":"B. Steinbach, C. Posthoff","doi":"10.5176/2010-2283_1.2.48","DOIUrl":"https://doi.org/10.5176/2010-2283_1.2.48","url":null,"abstract":"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.","PeriodicalId":91079,"journal":{"name":"GSTF international journal on computing","volume":"197 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75938534","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-02-01DOI: 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.
{"title":"Identifying Potential Security Flaws using Loophole Analysis and the SECREt","authors":"Curtis Busby-Earle, E. Mugisa","doi":"10.5176/2010-2283_1.2.40","DOIUrl":"https://doi.org/10.5176/2010-2283_1.2.40","url":null,"abstract":"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.","PeriodicalId":91079,"journal":{"name":"GSTF international journal on computing","volume":"20 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83356822","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-11-01DOI: 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.
{"title":"Key Agreement for Large-Scale Dynamic Peer Group","authors":"X. Yi, E. Okamoto","doi":"10.5176/978-981-08-7656-2_A-34","DOIUrl":"https://doi.org/10.5176/978-981-08-7656-2_A-34","url":null,"abstract":"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.","PeriodicalId":91079,"journal":{"name":"GSTF international journal on computing","volume":"43 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2010-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77998999","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-07-12DOI: 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.
{"title":"A rule based taxonomy of dirty data.","authors":"Lin Li, Taoxin Peng, J. Kennedy","doi":"10.5176/978-981-08-6308-1_D-035","DOIUrl":"https://doi.org/10.5176/978-981-08-6308-1_D-035","url":null,"abstract":"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.","PeriodicalId":91079,"journal":{"name":"GSTF international journal on computing","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2010-07-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84738379","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-06-01DOI: 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.
{"title":"Multi-view Rendering using GPU for 3-D Displays","authors":"Vincent Nozick, François de Sorbier, H. Saito","doi":"10.5176/2010-2283_1.1.08","DOIUrl":"https://doi.org/10.5176/2010-2283_1.1.08","url":null,"abstract":"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.","PeriodicalId":91079,"journal":{"name":"GSTF international journal on computing","volume":"56 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2010-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85407562","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-04-06DOI: 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.
{"title":"Video Game Design Method for Novice","authors":"Wei Hao, A. Khurana","doi":"10.5176/978-981-08-5480-5_030","DOIUrl":"https://doi.org/10.5176/978-981-08-5480-5_030","url":null,"abstract":"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.","PeriodicalId":91079,"journal":{"name":"GSTF international journal on computing","volume":"16 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2010-04-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88846459","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-04-06DOI: 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.
{"title":"Networked Games based on Web Services","authors":"Chong-wei Xu, Hongwei Lei, Daniel Xu","doi":"10.5176/978-981-08-5480-5_072","DOIUrl":"https://doi.org/10.5176/978-981-08-5480-5_072","url":null,"abstract":"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.","PeriodicalId":91079,"journal":{"name":"GSTF international journal on computing","volume":"42 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2010-04-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86984782","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}