749 resultados para Virtual Reality,Cloud Gaming,Cloud Computing,Client-Server,Android,Unity,Multiutenza
Resumo:
In the last decade, we have witnessed the emergence of large, warehouse-scale data centres which have enabled new internet-based software applications such as cloud computing, search engines, social media, e-government etc. Such data centres consist of large collections of servers interconnected using short-reach (reach up to a few hundred meters) optical interconnect. Today, transceivers for these applications achieve up to 100Gb/s by multiplexing 10x 10Gb/s or 4x 25Gb/s channels. In the near future however, data centre operators have expressed a need for optical links which can support 400Gb/s up to 1Tb/s. The crucial challenge is to achieve this in the same footprint (same transceiver module) and with similar power consumption as today’s technology. Straightforward scaling of the currently used space or wavelength division multiplexing may be difficult to achieve: indeed a 1Tb/s transceiver would require integration of 40 VCSELs (vertical cavity surface emitting laser diode, widely used for short‐reach optical interconnect), 40 photodiodes and the electronics operating at 25Gb/s in the same module as today’s 100Gb/s transceiver. Pushing the bit rate on such links beyond today’s commercially available 100Gb/s/fibre will require new generations of VCSELs and their driver and receiver electronics. This work looks into a number of state‐of-the-art technologies and investigates their performance restraints and recommends different set of designs, specifically targeting multilevel modulation formats. Several methods to extend the bandwidth using deep submicron (65nm and 28nm) CMOS technology are explored in this work, while also maintaining a focus upon reducing power consumption and chip area. The techniques used were pre-emphasis in rising and falling edges of the signal and bandwidth extensions by inductive peaking and different local feedback techniques. These techniques have been applied to a transmitter and receiver developed for advanced modulation formats such as PAM-4 (4 level pulse amplitude modulation). Such modulation format can increase the throughput per individual channel, which helps to overcome the challenges mentioned above to realize 400Gb/s to 1Tb/s transceivers.
Resumo:
High volumes of data traffic along with bandwidth hungry applications, such as cloud computing and video on demand, is driving the core optical communication links closer and closer to their maximum capacity. The research community has clearly identifying the coming approach of the nonlinear Shannon limit for standard single mode fibre [1,2]. It is in this context that the work on modulation formats, contained in Chapter 3 of this thesis, was undertaken. The work investigates the proposed energy-efficient four-dimensional modulation formats. The work begins by studying a new visualisation technique for four dimensional modulation formats, akin to constellation diagrams. The work then carries out one of the first implementations of one such modulation format, polarisation-switched quadrature phase-shift keying (PS-QPSK). This thesis also studies two potential next-generation fibres, few-mode and hollow-core photonic band-gap fibre. Chapter 4 studies ways to experimentally quantify the nonlinearities in few-mode fibre and assess the potential benefits and limitations of such fibres. It carries out detailed experiments to measure the effects of stimulated Brillouin scattering, self-phase modulation and four-wave mixing and compares the results to numerical models, along with capacity limit calculations. Chapter 5 investigates hollow-core photonic band-gap fibre, where such fibres are predicted to have a low-loss minima at a wavelength of 2μm. To benefit from this potential low loss window requires the development of telecoms grade subsystems and components. The chapter will outline some of the development and characterisation of these components. The world's first wavelength division multiplexed (WDM) subsystem directly implemented at 2μm is presented along with WDM transmission over hollow-core photonic band-gap fibre at 2μm. References: [1]P. P. Mitra, J. B. Stark, Nature, 411, 1027-1030, 2001 [2] A. D. Ellis et al., JLT, 28, 423-433, 2010.
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Open environments involve distributed entities interacting with each other in an open manner. Many distributed entities are unknown to each other but need to collaborate and share resources in a secure fashion. Usually resource owners alone decide who is trusted to access their resources. Since resource owners in open environments do not have a complete picture of all trusted entities, trust management frameworks are used to ensure that only authorized entities will access requested resources. Every trust management system has limitations, and the limitations can be exploited by malicious entities. One vulnerability is due to the lack of globally unique interpretation for permission specifications. This limitation means that a malicious entity which receives a permission in one domain may misuse the permission in another domain via some deceptive but apparently authorized route; this malicious behaviour is called subterfuge. This thesis develops a secure approach, Subterfuge Safe Trust Management (SSTM), that prevents subterfuge by malicious entities. SSTM employs the Subterfuge Safe Authorization Language (SSAL) which uses the idea of a local permission with a globally unique interpretation (localPermission) to resolve the misinterpretation of permissions. We model and implement SSAL with an ontology-based approach, SSALO, which provides a generic representation for knowledge related to the SSAL-based security policy. SSALO enables integration of heterogeneous security policies which is useful for secure cooperation among principals in open environments where each principal may have a different security policy with different implementation. The other advantage of an ontology-based approach is the Open World Assumption, whereby reasoning over an existing security policy is easily extended to include further security policies that might be discovered in an open distributed environment. We add two extra SSAL rules to support dynamic coalition formation and secure cooperation among coalitions. Secure federation of cloud computing platforms and secure federation of XMPP servers are presented as case studies of SSTM. The results show that SSTM provides robust accountability for the use of permissions in federation. It is also shown that SSAL is a suitable policy language to express the subterfuge-safe policy statements due to its well-defined semantics, ease of use, and integrability.
Resumo:
© 2015 IEEE.In virtual reality applications, there is an aim to provide real time graphics which run at high refresh rates. However, there are many situations in which this is not possible due to simulation or rendering issues. When running at low frame rates, several aspects of the user experience are affected. For example, each frame is displayed for an extended period of time, causing a high persistence image artifact. The effect of this artifact is that movement may lose continuity, and the image jumps from one frame to another. In this paper, we discuss our initial exploration of the effects of high persistence frames caused by low refresh rates and compare it to high frame rates and to a technique we developed to mitigate the effects of low frame rates. In this technique, the low frame rate simulation images are displayed with low persistence by blanking out the display during the extra time such image would be displayed. In order to isolate the visual effects, we constructed a simulator for low and high persistence displays that does not affect input latency. A controlled user study comparing the three conditions for the tasks of 3D selection and navigation was conducted. Results indicate that the low persistence display technique may not negatively impact user experience or performance as compared to the high persistence case. Directions for future work on the use of low persistence displays for low frame rate situations are discussed.
Resumo:
Virtual reality is currently considered a first-order resource for education and training. In this regard, artistic education, like other disciplines, is backing into this technology as a tool to overcome obstacles and contribute new ways of visualization and of providing information. And, in this case, the use of this technology presents enormous advantages for museums, especially, the more modest ones, which have few resources to disseminate and show their collections and works. Moreover, they have to resort to ingenious solutions to solve their difficulties. Therefore, the Pedagogic Museum of Children’s Art (MUPAI) backs into this technology to overcome some of the difficulties it encounters and to allow interested spectators to see its works, with great realism, and to visit its facilities anywhere in the world and at any time of the day. Hence, virtual reality unfolds new possibilities in the field of education that were inconceivable only a short time ago.
Resumo:
Virtual reality has a number of advantages for analyzing sports interactions such as the standardization of experimental conditions, stereoscopic vision, and complete control of animated humanoid movement. Nevertheless, in order to be useful for sports applications, accurate perception of simulated movement in the virtual sports environment is essential. This perception depends on parameters of the synthetic character such as the number of degrees of freedom of its skeleton or the levels of detail (LOD) of its graphical representation. This study focuses on the influence of this latter parameter on the perception of the movement. In order to evaluate it, this study analyzes the judgments of immersed handball goalkeepers that play against a graphically modified virtual thrower. Five graphical representations of the throwing action were defined: a textured reference level (L0), a nontextured level (L1), a wire-frame level (L2), a moving point light display (MLD) level with a normal-sized ball (L3), and a MLD level where the ball is represented by a point of light (L4). The results show that judgments made by goalkeepers in the L4 condition are significantly less accurate than in all the other conditions (p
Resumo:
Affordances have recently been proposed as a guiding principle in perception–action research in sport (Fajen, Riley, & Turvey, 2009). In the present study, perception of the ’passability’ affordance of a gap between two approaching defenders in rugby is explored. A simplified rugby gap closure scenario was created using immersive, interactive virtual reality technology where 14 novice participants (attacker) judged the passability of the gap between two virtual defenders via a perceptual judgment (button press) task. The scenario was modeled according to tau theory (Lee, 1976) and a psychophysical function was fitted to the response data. Results revealed that a tau-based informational quantity could account for 82% of the variance in the data. Findings suggest that the passability affordance in this case, is defined by this variable and participants were able to use it in order to inform prospective judgments as to passability. These findings contribute to our understanding of affordances and how they may be defined in this particular sporting scenario; however, some limitations regarding methodology, such as decoupling perception and action are also acknowledged.
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Recent trends in computing systems, such as multi-core processors and cloud computing, expose tens to thousands of processors to the software. Software developers must respond by introducing parallelism in their software. To obtain highest performance, it is not only necessary to identify parallelism, but also to reason about synchronization between threads and the communication of data from one thread to another. This entry gives an overview on some of the most common abstractions that are used in parallel programming, namely explicit vs. implicit expression of parallelism and shared and distributed memory. Several parallel programming models are reviewed and categorized by means of these abstractions. The pros and cons of parallel programming models from the perspective of performance and programmability are discussed.
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Abstract. Modern business practices in engineering are increasingly turning to post manufacture service provision in an attempt to generate additional revenue streams and ensure commercial sustainability. Maintainability has always been a consideration during the design process but in the past it has been generally considered to be of tertiary importance behind manufacturability and primary product function in terms of design priorities. The need to draw whole life considerations into concurrent engineering (CE) practice has encouraged companies to address issues such as maintenance, earlier in the design process giving equal importance to all aspects of the product lifecycle. The consideration of design for maintainability (DFM) early in the design process has the potential to significantly reduce maintenance costs, and improve overall running efficiencies as well as safety levels. However a lack of simulation tools still hinders the adaptation of CE to include practical elements of design and therefore further research is required to develop methods by which ‘hands on’ activities such as maintenance can be fully assessed and optimised as concepts develop. Virtual Reality (VR) has the potential to address this issue but the application of these traditionally high cost systems can require complex infrastructure and their use has typically focused on aesthetic aspects of mature designs. This paper examines the application of cost effective VR technology to the rapid assessment of aircraft interior inspection during conceptual design. It focuses on the integration of VR hardware with a typical desktop engineering system and examines the challenges with data transfer, graphics quality and the development of practical user functions within the VR environment. Conclusions drawn to date indicate that the system has the potential to improve maintenance planning through the provision of a usable environment for inspection which is available as soon as preliminary structural models are generated as part of the conceptual design process. Challenges still exist in the efficient transfer of data between the CAD and VR environments as well as the quantification of any benefits that result from the proposed approach. The result of this research will help to improve product maintainability, reduce product development cycle times and lower maintenance costs.
Resumo:
Software-as-a-service (SaaS) is a type of software service delivery model which encompasses a broad range of business opportunities and challenges. Users and service providers are reluctant to integrate their business into SaaS due to its security concerns while at the same time they are attracted by its benefits. This article highlights SaaS utility and applicability in different environments like cloud computing, mobile cloud computing, software defined networking and Internet of things. It then embarks on the analysis of SaaS security challenges spanning across data security, application security and SaaS deployment security. A detailed review of the existing mainstream solutions to tackle the respective security issues mapping into different SaaS security challenges is presented. Finally, possible solutions or techniques which can be applied in tandem are presented for a secure SaaS platform.
Resumo:
Cloud computing technology has rapidly evolved over the last decade, offering an alternative way to store and work with large amounts of data. However data security remains an important issue particularly when using a public cloud service provider. The recent area of homomorphic cryptography allows computation on encrypted data, which would allow users to ensure data privacy on the cloud and increase the potential market for cloud computing. A significant amount of research on homomorphic cryptography appeared in the literature over the last few years; yet the performance of existing implementations of encryption schemes remains unsuitable for real time applications. One way this limitation is being addressed is through the use of graphics processing units (GPUs) and field programmable gate arrays (FPGAs) for implementations of homomorphic encryption schemes. This review presents the current state of the art in this promising new area of research and highlights the interesting remaining open problems.
Resumo:
A fully homomorphic encryption (FHE) scheme is envisioned as a key cryptographic tool in building a secure and reliable cloud computing environment, as it allows arbitrary evaluation of a ciphertext without revealing the plaintext. However, existing FHE implementations remain impractical due to very high time and resource costs. To the authors’ knowledge, this paper presents the first hardware implementation of a full encryption primitive for FHE over the integers using FPGA technology. A large-integer multiplier architecture utilising Integer-FFT multiplication is proposed, and a large-integer Barrett modular reduction module is designed incorporating the proposed multiplier. The encryption primitive used in the integer-based FHE scheme is designed employing the proposed multiplier and modular reduction modules. The designs are verified using the Xilinx Virtex-7 FPGA platform. Experimental results show that a speed improvement factor of up to 44 is achievable for the hardware implementation of the FHE encryption scheme when compared to its corresponding software implementation. Moreover, performance analysis shows further speed improvements of the integer-based FHE encryption primitives may still be possible, for example through further optimisations or by targeting an ASIC platform.
Resumo:
Fully Homomorphic Encryption (FHE) is a recently developed cryptographic technique which allows computations on encrypted data. There are many interesting applications for this encryption method, especially within cloud computing. However, the computational complexity is such that it is not yet practical for real-time applications. This work proposes optimised hardware architectures of the encryption step of an integer-based FHE scheme with the aim of improving its practicality. A low-area design and a high-speed parallel design are proposed and implemented on a Xilinx Virtex-7 FPGA, targeting the available DSP slices, which offer high-speed multiplication and accumulation. Both use the Comba multiplication scheduling method to manage the large multiplications required with uneven sized multiplicands and to minimise the number of read and write operations to RAM. Results show that speed up factors of 3.6 and 10.4 can be achieved for the encryption step with medium-sized security parameters for the low-area and parallel designs respectively, compared to the benchmark software implementation on an Intel Core2 Duo E8400 platform running at 3 GHz.
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The research presented in this paper proposes a set of design guidelines in the context of a Parkinson's Disease (PD) rehabilitation design framework for the development of serious games for the physical therapy of people with PD. The game design guidelines provided in the paper are informed by the study of the literature review and lessons learned from the pilot testing of serious games designed to suit the requirements of rehabilitation of patients with Parkinson's Disease. The proposed PD rehabilitation design framework employed for the games pilot testing utilises a low-cost, customized and off-the-shelf motion capture system (employing commercial game controllers) developed to cater for the unique requirement of the physical therapy of people with PD. Although design guidelines have been proposed before for the design of serious games in health, this is the first research paper to present guidelines for the design of serious games specifically for PD motor rehabilitation.