The QoS requirements of game messages may differ because of the latter’s intrinsic characteristics. In this paper, we propose three content-based strategies for quantifying the effects of different QoS levels. The strategies assign appropriate QoS requirements for game messages based on our analysis of Angel’s Love action logs. We evaluate several transport protocols, including TCP, UDP, SCTP, DCCP, and our content-based transport protocol using the action logs of Angel’s Love. Through simulations, we quantify the performance of our content-based strategies. The results show that the strategies incur much lower end-to-end delay and end-to-end jitter than existing transport protocols.
These slides cover the pros and cons of implementing Memcached in a cloud environment, the basics and best practices of implementation, and how to get the most out of your investment with Memcached. We also introduce Gear6 Web Cache Server for the Cloud, the first commercial Memcached service for cloud platforms. The on-demand webcast can be accessed here:
http://www.gear6.com/memcached-resources/webinar-archive
PERFORMANCE-STUDIES OF A MOLECULAR DYNAMICS CODE Evaluating Serial, Thread a...Thomas William
A molecular dynamics code simulating the diffusion in dense nuclear matter in white dwarf stars is analyzed in this collaboration between PTI (Indiana University) and ZIH (Technische Universität Dresden). The code is highly configurable allowing MPI, OpenMP, or hybrid runs and additional fine-tuning with a range of parameters. The first step in the code analysis is to identify the best performing parameter set of the serial version. This configuration represents the most promising candidate for further studies. Aim of the parallel analysis is then to measure the scalability limits of the different parallel code implementations and to detect bottlenecks possibly preventing higher parallel efficiency. This work has been done with the parallel analysis framework Vampir.
These slides cover the pros and cons of implementing Memcached in a cloud environment, the basics and best practices of implementation, and how to get the most out of your investment with Memcached. We also introduce Gear6 Web Cache Server for the Cloud, the first commercial Memcached service for cloud platforms. The on-demand webcast can be accessed here:
http://www.gear6.com/memcached-resources/webinar-archive
PERFORMANCE-STUDIES OF A MOLECULAR DYNAMICS CODE Evaluating Serial, Thread a...Thomas William
A molecular dynamics code simulating the diffusion in dense nuclear matter in white dwarf stars is analyzed in this collaboration between PTI (Indiana University) and ZIH (Technische Universität Dresden). The code is highly configurable allowing MPI, OpenMP, or hybrid runs and additional fine-tuning with a range of parameters. The first step in the code analysis is to identify the best performing parameter set of the serial version. This configuration represents the most promising candidate for further studies. Aim of the parallel analysis is then to measure the scalability limits of the different parallel code implementations and to detect bottlenecks possibly preventing higher parallel efficiency. This work has been done with the parallel analysis framework Vampir.
This information accompanies the powerpoint by Jennifer Pfortmiller and Connie Beene on options available for those interested in going back to school.
AGPM: An Authenticated Secure Group Communication Protocol for MANETsIDES Editor
Secure group communication is a challenging task
with respect to MANET’s, authentication of mobile nodes,
group key establishment and rekeying for secure
information exchange and QoS in data transfer. In this
paper we authenticate the mobile nodes through transitive
signature scheme in the routing phase of AODV protocol.
For a secure group communication we establish a
collaborative group key with the members participating in
the route path to the destination. The nodes are dynamic in
nature, in which any new node can join in the group or
leave the group. Instead of performing individual Rekeying
operations, it is performed at a particular time interval.
Performance of the group communication is compared with
the existing protocols. The analysis is made with respect to
the throughput, rekeying time, delay, overhead and
communication cost. The simulation result shows that our
protocol enjoys greater advantage over other protocols in
the literature.
Thread
PHD’s study into Chinese consumers and the motivations behind their digital behavior.
What is the Thread?
We’ve called this project ‘Thread’ because connectivity is at the heart of how people journey through the digital space. Chinese Netizens’ activities are increasingly inter-connected, rarely independent of other Netizens. These connections therefore form ‘threads’ along which information and influence flow.
Transfer Learning, Soft Distance-Based Bias, and the Hierarchical BOAMartin Pelikan
An automated technique has recently been proposed to transfer learning in the hierarchical Bayesian optimization algorithm (hBOA) based on distance-based statistics. The technique enables practitioners to improve hBOA efficiency by collecting statistics from probabilistic models obtained in previous hBOA runs and using the obtained statistics to bias future hBOA runs on similar problems. The purpose of this paper is threefold: (1) test the technique on several classes of NP-complete problems, including MAXSAT, spin glasses and minimum vertex cover; (2) demonstrate that the technique is effective even when previous runs were done on problems of different size; (3) provide empirical evidence that combining transfer learning with other efficiency enhancement techniques can often yield nearly multiplicative speedups.
Dear Students
Ingenious techno Solution offers an expertise guidance on you Fianal Year IEEE & Non- IEEE Projects on the following domain
JAVA
.NET
EMBEDDED SYSTEMS
ROBOTICS
MECHANICAL
MATLAB etc
For further details contact us : http://mailto:enquiry@ingenioustech.in 044-42046028 or 8428302179.
we are located in the following venue:
Ingenious Techno Solution
#241/85, 4th floor
Rangarajapuram main road,
Kodambakkam (Power House)
http://www.ingenioustech.in/
Games on demand, a.k.a., cloud gaming, refers to a new way to deliver computer games to users, where computationally complex games are executed and rendered on powerful cloud servers rather than local computing devices. In this talk, I will give an overview of the challenges in developing cloud gaming systems, what we have done, and what remains to do. I will start from GamingAnywhere, an open-source cloud gaming system, followed by a number of studies based on the system. Finally I will conclude the talk with open issues in providing highly real-time and high-definition audio/visual quality multimedia experience (e.g., in the form of gaming and virtual reality).
Detecting In-Situ Identity Fraud on Social Network Services: A Case Study on ...Academia Sinica
In this paper, we propose to use a continuous authentication approach to detect the in-situ identity fraud incidents, which occur when the attackers use the same devices and IP addresses as the victims. Using Facebook as a case study, we show that it is possible to detect such incidents by analyzing SNS users’ browsing behavior. Our experiment results demonstrate that the approach can achieve reasonable accuracy given a few minutes of observation time.
Cloud Gaming Onward: Research Opportunities and OutlookAcademia Sinica
Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some public cloud gaming services have attracted hundreds of thousands subscribers, demonstrating the initial success of cloud gaming services. Pushing the cloud gaming services forward, however, faces various challenges, which open up many research opportunities. In this paper, we share our views on the future cloud gaming research, and point out several research problems spanning over a wide spectrum of different directions: including distributed systems, video codecs, virtualization, human-computer interaction, quality of experience, resource allocation, and dynamic adaptation. Solving these research problems will allow service providers to offer high-quality cloud gaming services yet remain profitable, which in turn results in even more successful cloud gaming eco-environment. In addition, we believe there will be many more novel ideas to capitalize the abundant and elastic cloud resources for better gaming experience, and we will see these ideas and associated challenges in the years to come.
Quantifying User Satisfaction in Mobile Cloud GamesAcademia Sinica
We conduct real experiments to quantify user satisfaction in mobile cloud games using a real cloud gaming system built on the open-sourced GamingAnywhere. We share our experiences in porting GamingAnywhere client to Android OS and perform extensive experiments on both the mobile and desktop clients. The experiment results reveal several new insights: (1) gamers are more satisfied with the graphics quality on mobile devices, while they are more satisfied with the control quality on desktops, (2) the bitrate, frame rate, and network delay significantly affect the graphics and smoothness quality, and (3) the control quality only depends on the client type (mobile versus desktop). To the best of our knowledge, such user studies have never been done in the literature.
Although online games have been an important Internet activity today, players inevitably suffer from lag from time to time due to the Internet’s non-QoS-guaranteed architecture. Here by lag we refer to the phenomena when a game fails to respond to user commands or update the screen in a timely fashion due to long system processing or network delays. Currently, little is known about how game players feel about lag and how they react when encountering lag during game play.
In this paper, we present an Internet survey that is designed to understand the following questions: 1) How do players perceive lag, 2) what do players think of the causes of lag, and 3) how do players react to lag. Our results show that game players often struggle with lag, because they are unable to identify the root cause. Therefore, they have to try any combination of possible solutions found on the Internet, blame game companies, or learn to cope. These findings manifest a strong demand for an automatic diagnostic tool that can identify the root cause of lag for gamers.
Understanding The Performance of Thin-Client GamingAcademia Sinica
The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct such analysis.
In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
Quantifying QoS Requirements of Network Services: A Cheat-Proof FrameworkAcademia Sinica
Despite all the efforts devoted to improving the QoS of networked multimedia services, the baseline for such improvements has yet to be defined. In other words, although it is well recognized that better network conditions generally yield better service quality, the exact minimum level of network QoS required to ensure satisfactory user experience remains an open question.
In this paper, we propose a general, cheat-proof framework that enables researchers to systematically quantify the minimum QoS needs for real-time networked multimedia services. Our framework has two major features: 1) it measures the quality of a service that users find intolerable by intuitive responses and therefore reduces the burden on experiment participants; and 2) it is cheat-proof because it supports systematic verification of the participants' inputs. Via a pilot study involving 38 participants, we verify the efficacy of our framework by proving that even inexperienced participants can easily produce consistent judgments. In addition, by cross-application and cross-service comparative analysis, we demonstrate the usefulness of the derived QoS thresholds. Such knowledge will serve important reference in the evaluation of competitive applications, application recommendation, network planning, and resource arbitration.
Online Game QoE Evaluation using Paired ComparisonsAcademia Sinica
To satisfy players' gaming experience, there is a strong need for a technique that can measure a game's quality systemically, efficiently, and reliably. In this paper, we propose to use paired comparisons and probabilistic choice models to quantify online games's QoE under various network situations. The advantages of our methodology over the traditional MOS ratings are 1) the rating procedure is simpler thus less burden is on experiment participants, 2) it derives ratio-scale scores, and 3) it enables systematic verification of participants' inputs.
As a demonstration, we apply our methodology to evaluate three popular FPS (first-person-shooter) games, namely, Alien Arena (Alien), Halo, and Unreal Tournament (UT), and investigate their network robustness. The results indicate that Halo performs the best in terms of their network robustness against packet delay and loss. However, if we take the degree of the games' sophistication into account, we consider that the robustness of UT against downlink delays should able be improved. We also show that our methodology can be a helpful tool for making decisions about design alternatives, such how dead reckoning algorithms and time synchronization mechanisms should be implemented.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic ApproachAcademia Sinica
Cloud gaming makes any computer game playable on a thin client without worrying the hardware requirements as before. It frees players from the need to constantly upgrade their computers as they can now play games that host on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on server nodes and thin clients do not possess game state information that is required by delay compensation techniques.
In this paper, we investigate how the response latency would affect users' experience when playing games on clouds and how the impact of latency on players' experience varies across different games. We show that not all games are equally friendly to cloud gaming. The same degree of latency may have very different impact on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and game screen dynamics. The model can be used to enhance players' experience in cloud gaming and optimize data center operation cost simultaneously.
This information accompanies the powerpoint by Jennifer Pfortmiller and Connie Beene on options available for those interested in going back to school.
AGPM: An Authenticated Secure Group Communication Protocol for MANETsIDES Editor
Secure group communication is a challenging task
with respect to MANET’s, authentication of mobile nodes,
group key establishment and rekeying for secure
information exchange and QoS in data transfer. In this
paper we authenticate the mobile nodes through transitive
signature scheme in the routing phase of AODV protocol.
For a secure group communication we establish a
collaborative group key with the members participating in
the route path to the destination. The nodes are dynamic in
nature, in which any new node can join in the group or
leave the group. Instead of performing individual Rekeying
operations, it is performed at a particular time interval.
Performance of the group communication is compared with
the existing protocols. The analysis is made with respect to
the throughput, rekeying time, delay, overhead and
communication cost. The simulation result shows that our
protocol enjoys greater advantage over other protocols in
the literature.
Thread
PHD’s study into Chinese consumers and the motivations behind their digital behavior.
What is the Thread?
We’ve called this project ‘Thread’ because connectivity is at the heart of how people journey through the digital space. Chinese Netizens’ activities are increasingly inter-connected, rarely independent of other Netizens. These connections therefore form ‘threads’ along which information and influence flow.
Transfer Learning, Soft Distance-Based Bias, and the Hierarchical BOAMartin Pelikan
An automated technique has recently been proposed to transfer learning in the hierarchical Bayesian optimization algorithm (hBOA) based on distance-based statistics. The technique enables practitioners to improve hBOA efficiency by collecting statistics from probabilistic models obtained in previous hBOA runs and using the obtained statistics to bias future hBOA runs on similar problems. The purpose of this paper is threefold: (1) test the technique on several classes of NP-complete problems, including MAXSAT, spin glasses and minimum vertex cover; (2) demonstrate that the technique is effective even when previous runs were done on problems of different size; (3) provide empirical evidence that combining transfer learning with other efficiency enhancement techniques can often yield nearly multiplicative speedups.
Dear Students
Ingenious techno Solution offers an expertise guidance on you Fianal Year IEEE & Non- IEEE Projects on the following domain
JAVA
.NET
EMBEDDED SYSTEMS
ROBOTICS
MECHANICAL
MATLAB etc
For further details contact us : http://mailto:enquiry@ingenioustech.in 044-42046028 or 8428302179.
we are located in the following venue:
Ingenious Techno Solution
#241/85, 4th floor
Rangarajapuram main road,
Kodambakkam (Power House)
http://www.ingenioustech.in/
Games on demand, a.k.a., cloud gaming, refers to a new way to deliver computer games to users, where computationally complex games are executed and rendered on powerful cloud servers rather than local computing devices. In this talk, I will give an overview of the challenges in developing cloud gaming systems, what we have done, and what remains to do. I will start from GamingAnywhere, an open-source cloud gaming system, followed by a number of studies based on the system. Finally I will conclude the talk with open issues in providing highly real-time and high-definition audio/visual quality multimedia experience (e.g., in the form of gaming and virtual reality).
Detecting In-Situ Identity Fraud on Social Network Services: A Case Study on ...Academia Sinica
In this paper, we propose to use a continuous authentication approach to detect the in-situ identity fraud incidents, which occur when the attackers use the same devices and IP addresses as the victims. Using Facebook as a case study, we show that it is possible to detect such incidents by analyzing SNS users’ browsing behavior. Our experiment results demonstrate that the approach can achieve reasonable accuracy given a few minutes of observation time.
Cloud Gaming Onward: Research Opportunities and OutlookAcademia Sinica
Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some public cloud gaming services have attracted hundreds of thousands subscribers, demonstrating the initial success of cloud gaming services. Pushing the cloud gaming services forward, however, faces various challenges, which open up many research opportunities. In this paper, we share our views on the future cloud gaming research, and point out several research problems spanning over a wide spectrum of different directions: including distributed systems, video codecs, virtualization, human-computer interaction, quality of experience, resource allocation, and dynamic adaptation. Solving these research problems will allow service providers to offer high-quality cloud gaming services yet remain profitable, which in turn results in even more successful cloud gaming eco-environment. In addition, we believe there will be many more novel ideas to capitalize the abundant and elastic cloud resources for better gaming experience, and we will see these ideas and associated challenges in the years to come.
Quantifying User Satisfaction in Mobile Cloud GamesAcademia Sinica
We conduct real experiments to quantify user satisfaction in mobile cloud games using a real cloud gaming system built on the open-sourced GamingAnywhere. We share our experiences in porting GamingAnywhere client to Android OS and perform extensive experiments on both the mobile and desktop clients. The experiment results reveal several new insights: (1) gamers are more satisfied with the graphics quality on mobile devices, while they are more satisfied with the control quality on desktops, (2) the bitrate, frame rate, and network delay significantly affect the graphics and smoothness quality, and (3) the control quality only depends on the client type (mobile versus desktop). To the best of our knowledge, such user studies have never been done in the literature.
Although online games have been an important Internet activity today, players inevitably suffer from lag from time to time due to the Internet’s non-QoS-guaranteed architecture. Here by lag we refer to the phenomena when a game fails to respond to user commands or update the screen in a timely fashion due to long system processing or network delays. Currently, little is known about how game players feel about lag and how they react when encountering lag during game play.
In this paper, we present an Internet survey that is designed to understand the following questions: 1) How do players perceive lag, 2) what do players think of the causes of lag, and 3) how do players react to lag. Our results show that game players often struggle with lag, because they are unable to identify the root cause. Therefore, they have to try any combination of possible solutions found on the Internet, blame game companies, or learn to cope. These findings manifest a strong demand for an automatic diagnostic tool that can identify the root cause of lag for gamers.
Understanding The Performance of Thin-Client GamingAcademia Sinica
The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct such analysis.
In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
Quantifying QoS Requirements of Network Services: A Cheat-Proof FrameworkAcademia Sinica
Despite all the efforts devoted to improving the QoS of networked multimedia services, the baseline for such improvements has yet to be defined. In other words, although it is well recognized that better network conditions generally yield better service quality, the exact minimum level of network QoS required to ensure satisfactory user experience remains an open question.
In this paper, we propose a general, cheat-proof framework that enables researchers to systematically quantify the minimum QoS needs for real-time networked multimedia services. Our framework has two major features: 1) it measures the quality of a service that users find intolerable by intuitive responses and therefore reduces the burden on experiment participants; and 2) it is cheat-proof because it supports systematic verification of the participants' inputs. Via a pilot study involving 38 participants, we verify the efficacy of our framework by proving that even inexperienced participants can easily produce consistent judgments. In addition, by cross-application and cross-service comparative analysis, we demonstrate the usefulness of the derived QoS thresholds. Such knowledge will serve important reference in the evaluation of competitive applications, application recommendation, network planning, and resource arbitration.
Online Game QoE Evaluation using Paired ComparisonsAcademia Sinica
To satisfy players' gaming experience, there is a strong need for a technique that can measure a game's quality systemically, efficiently, and reliably. In this paper, we propose to use paired comparisons and probabilistic choice models to quantify online games's QoE under various network situations. The advantages of our methodology over the traditional MOS ratings are 1) the rating procedure is simpler thus less burden is on experiment participants, 2) it derives ratio-scale scores, and 3) it enables systematic verification of participants' inputs.
As a demonstration, we apply our methodology to evaluate three popular FPS (first-person-shooter) games, namely, Alien Arena (Alien), Halo, and Unreal Tournament (UT), and investigate their network robustness. The results indicate that Halo performs the best in terms of their network robustness against packet delay and loss. However, if we take the degree of the games' sophistication into account, we consider that the robustness of UT against downlink delays should able be improved. We also show that our methodology can be a helpful tool for making decisions about design alternatives, such how dead reckoning algorithms and time synchronization mechanisms should be implemented.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic ApproachAcademia Sinica
Cloud gaming makes any computer game playable on a thin client without worrying the hardware requirements as before. It frees players from the need to constantly upgrade their computers as they can now play games that host on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on server nodes and thin clients do not possess game state information that is required by delay compensation techniques.
In this paper, we investigate how the response latency would affect users' experience when playing games on clouds and how the impact of latency on players' experience varies across different games. We show that not all games are equally friendly to cloud gaming. The same degree of latency may have very different impact on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and game screen dynamics. The model can be used to enhance players' experience in cloud gaming and optimize data center operation cost simultaneously.
Online gaming has now become an extremely com- petitive business. As there are so many game titles released every month, gamers have become more difficult to please and fickle in affection. Therefore, it would be beneficial if we can forecast how addictive a game is before publishing it on the market. The capability of game addictiveness forecasting will enable developers to continuously adjust the game design and enable publishers to assess the potential market value in a game’s early development stages.
In this paper, we propose to forecast a game’s addictiveness based on players’ emotion when they are exploring the game. Based on the account activity traces of 11 commercial online games, we develop a forecasting model that takes electromyo- graphic measures of players as the input and outputs the addic- tiveness index of a game. We hope that with our methodology, the game industry could save hopeless investment and target more accurately to provide more entertaining experience.
Toward an Understanding of the Processing Delay of Peer-to-Peer Relay NodesAcademia Sinica
Peer-to-peer relaying is commonly used in realtime applications to cope with NAT and firewall restrictions and provide better quality network paths. As relaying is not natively supported by the Internet, it is usually implemented at the application layer. Also, in a modern operating system, the processor is shared, so the receive-process-forward process for each relay packet may take a considerable amount of time if the host is busy handling some other tasks. Thus, if we happen to select a loaded relay node, the relaying may introduce significant delays to the packet transmission time and even degrade the application performance.
In this work, based on an extensive set of Internet traces, we pursue an understanding of the processing delays incurred at relay nodes and their impact on the application performance. Our contribution is three-fold: 1) we propose a methodology for measuring the processing delays at any relay node on the Internet; 2) we characterize the workload patterns of a variety of Internet relay nodes; and 3) we show that, serious VoIP quality degradation may occur due to relay processing, thus we have to monitor the processing delays of a relay node continuously to prevent the application performance from being degraded.
Inferring Speech Activity from Encrypted Skype TrafficAcademia Sinica
Normally, voice activity detection (VAD) refers to speech processing algorithms for detecting the presence or absence of human speech in segments of audio signals. In this paper, however, we focus on speech detection algorithms that take VoIP traffic instead of audio signals as input. We call this category of algorithms network-level VAD.
Traditional VAD usually plays a fundamental role in speech processing systems because of its ability to delimit speech segments. Network-level VAD, on the other hand, can be quite helpful in network management, which is the motivation for our study. We propose the first real-time network-level VAD algorithm that can extract voice activity from encrypted and non-silence-suppressed Skype traffic. We evaluate the speech detection accuracy of the proposed algorithm with extensive reallife traces. The results show that our scheme achieve reasonably good performance even high degree of randomness has been injected into the network traffic.
Game Bot Detection Based on Avatar TrajectoryAcademia Sinica
In recent years, online gaming has become one of the most popular Internet activities, but cheating activity, such as the use of game bots, has increased as a consequence. Generally, the gaming community disagrees with the use of game bots, as bot users obtain unreasonable rewards without corresponding efforts. However, bots are hard to detect because they are designed to simulate human game playing behavior and they follow game rules exactly. Existing detection approaches either interrupt the players’gaming experience, or they assume game bots are run as standalone clients or assigned a specific goal, such as aim bots in FPS games.
In this paper, we propose a trajectory-based approach to detect game bots. It is a general technique that can be applied to any game in which the avatar’s movement is controlled directly by the players. Through real-life data traces, we show that the trajectories of human players and those of game bots are very different. In addition, although game bots may endeavor to simulate players’ decisions, certain human behavior patterns are difficult to mimic because they are AI-hard. Taking Quake 2 as a case study, we evaluate our scheme’s performance based on reallife traces. The results show that the scheme can achieve a detection accuracy of 95% or higher given a trace of 200 seconds or longer.
A Collusion-Resistant Automation Scheme for Social Moderation SystemsAcademia Sinica
For current Web 2.0 services, manual examination of user uploaded content is normally required to ensure its legitimacy and appropriateness, which is a substantial burden to service providers. To reduce labor costs and the delays caused by content censoring, social moderation has been proposed as a front-line mechanism, whereby user moderators are encouraged to examine content before system moderation is required. Given the immerse amount of new content added to the Web each day, there is a need for automation schemes to facilitate rear system moderation. This kind of mechanism is expected to automatically summarize reports from user moderators and ban misbehaving users or remove inappropriate content whenever possible. However, the accuracy of such schemes may be reduced by collusion attacks, where some work together to mislead the automatic summarization in order to obtain shared benefits.
In this paper, we propose a collusion-resistant automation scheme for social moderation systems. Because some user moderators may collude and dishonestly claim that a user misbehaves, our scheme detects whether an accusation from a user moderator is fair or malicious based on the structure of mutual accusations of all users in the system. Through simulations we show that collusion attacks are likely to succeed if an intuitive countbased automation scheme is used. The proposed scheme, which is based on the community structure of the user accusation graph, achieves a decent performance in most scenarios.
Tuning Skype’s Redundancy Control Algorithm for User SatisfactionAcademia Sinica
Determining how to transport delay-sensitive voice data has long been a problem in multimedia networking. The difficulty arises because voice and best-effort data are different by nature. It would not be fair to give priority to voice traffic and starve its best-effort counterpart; however, the voice data delivered might not be perceptible if each voice call is limited to the rate of an average TCP flow. To address the problem, we approach it from a user-centric perspective by tuning the voice data rate based on user satisfaction.
Our contribution in this work is threefold. First, we investigate how Skype, the largest and fastest growing VoIP service on the Internet, adapts its voice data rate (i.e., the redundancy ratio) to network conditions. Second, by exploiting implementations of public domain codecs, we discover that Skype’s mechanism is not really geared to user satisfaction. Third, based on a set of systematic experiments that quantify user satisfaction under different levels of packet loss and burstiness, we derive a concise model that allows user-centric redundancy control. The model can be easily incorporated into general VoIP services (not only Skype) to ensure consistent user satisfaction.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP