965 resultados para 0803 Computer Software
Resumo:
User requirements of multimedia authentication are various. In some cases, the user requires an authentication system to monitor a set of specific areas with respective sensitivity while neglecting other modification. Most current existing fragile watermarking schemes are mixed systems, which can not satisfy accurate user requirements. Therefore, in this paper we designed a sensor-based multimedia authentication architecture. This system consists of sensor combinations and a fuzzy response logic system. A sensor is designed to strictly respond to given area tampering of a certain type. With this scheme, any complicated authentication requirement can be satisfied, and many problems such as error tolerant tamper method detection will be easily resolved. We also provided experiments to demonstrate the implementation of the sensor-based system
Resumo:
Streaming video application requires high security as well as high computational performance. In video encryption, traditional selective algorithms have been used to partially encrypt the relatively important data in order to satisfy the streaming performance requirement. Most video selective encryption algorithms are inherited from still image encryption algorithms, the encryption on motion vector data is not considered. The assumption is that motion vector data are not as important as pixel image data. Unfortunately, in some cases, motion vector itself may be sufficient enough to leak out useful video information. Normally motion vector data consume over half of the whole video stream bandwidth, neglecting their security may be unwise. In this paper, we target this security problem and illustrate attacks at two different levels that can restore useful video information using motion vectors only. Further, an information analysis is made and a motion vector information model is built. Based on this model, we describe a new motion vector encryption algorithm called MVEA. We show the experimental results of MVEA. The security strength and performance of the algorithm are also evaluated.
Resumo:
We present a process for introducing an object-oriented architecture into an abstract functional specification written in Object-Z. Since the design is derived from the specification, correctness concerns are addressed as pan of the design process. We base our approach on refactoring rules that apply to class structure, and use the rules to implement design patterns. As a motivating example, we introduce a user-interface design that follows the model-view-controller paradigm into an existing specification.
Resumo:
Object-Z offers an object-oriented means for structuring formal specifications. We investigate the application of refactoring rules to add and remove structure from such specifications to forge object-oriented designs. This allows us to tractably move from an abstract functional description of a system toward a lower-level design suitable for implementation on an object-oriented platform.
Resumo:
This paper describes a series of design games, specifically aimed at exploring shifts in human agency in order to inform the design of context-aware applications. The games focused on understanding information handling issues in dental practice with participants from a university dental school playing an active role in the activities. Participatory design activities help participants to reveal potential implicit technical resources that can be presented explicitly in technologies in order to assist humans in managing their interactions with and amidst technical systems gracefully.
Resumo:
This paper describes methods used to support collaboration and communication between practitioners, designers and engineers when designing ubiquitous computing systems. We tested methods such as “Wizard of Oz” and design games in a real domain, the dental surgery, in an attempt to create a system that is: affordable; minimally disruptive of the natural flow of work; and improves human-computer interaction. In doing so we found that such activities allowed the practitioners to be on a ‘level playing ground’ with designers and engineers. The findings we present suggest that dentists are willing to engage in detailed exploration and constructive critique of technical design possibilities if the design ideas and prototypes are presented in the context of their work practice and are of a resolution and relevance that allow them to jointly explore and question with the design time. This paper is an extension of a short paper submitted to the Participatory Design Conference, 2004.
Resumo:
This paper describes an experiment in the design of distributed programs. It is based on the theory of Owicki and Gries extended with rules for reasoning about message passing. The experiment is designed to test the effectiveness of the extended theory for designing distributed programs.
Resumo:
Computer-based, socio-technical systems projects are frequently failures. In particular, computer-based information systems often fail to live up to their promise. Part of the problem lies in the uncertainty of the effect of combining the subsystems that comprise the complete system; i.e. the system's emergent behaviour cannot be predicted from a knowledge of the subsystems. This paper suggests uncertainty management is a fundamental unifying concept in analysis and design of complex systems and goes on to indicate that this is due to the co-evolutionary nature of the requirements and implementation of socio-technical systems. The paper shows a model of the propagation of a system change that indicates that the introduction of two or more changes over time can cause chaotic emergent behaviour.
Resumo:
The behavior of characters in current computer games is generally scripted and predictable. This paper discusses some issues related to creating game characters that enhance player engagement and identifies the need for a more player-centered approach to game character design. This paper reports the results of a focus group that was carried out with experienced game players to determine what game character behaviors would enhance their engagement in a game. The four general areas of concern that came out of this discussion were consistency with context, player expectations, social interactions and consistency with the environment. This paper discusses these issues and their implication for game character design with a view to creating engaging game characters. © Springer