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Usability of educational applications is essential for the effectiveness of the learning environment. Nowadays, these applications are developed on mobile devices since their use widespread rapidly. Considering these applications would be used by children, usability evaluation methods to be used would be different than conventional methods. In this study usability evaluation of a mobile hand-writing...
Children with learning disabilities require the supervision of special expert teachers during their learning process. The recent years, educational pieces of software for students with dyslexia, dysgraphia, dyscalculia or Attention Deficit Hyperactivity Disorder (ADHD) were developed. The problem of using such applications is twofold. First, there is no solution for distance supervising those students...
We study the cost-sharing problem among independent service providers in a service capacity pooling system. The effective improvement of such pooling system can be achieved by reducing the resource idleness in case of congestion. In this paper, we model both the service provider and the cooperative coalition as a single server queue. We attempt to answer the following questions: (i) which coalition...
Multiparty cloud computation can deal with the problem that the traditional homomorphic encryption can't operation on the ciphertexts generated by different users, and the final result is computed by cloud server. The trivial multiparty cloud computation doesn't take the access control to the final result into consideration. In reality, we perhaps do not want all parties to gain the result. In this...
Knowledge is integral to an intelligent system. However, constructing a knowledge base often involves great cost and substantial effort on the part of human experts in the target domain. In this paper, we present an approach that harnesses the power of casual users to construct the knowledge base. The users answer a simple series of questions and, by aggregating their answers, we obtain the information...
As computer software systems grow ever more sophisticated, so do the mechanisms used in compromising them. Some of the most advanced cyber attacks in recent years would have required considerable preparation and research on the specific software applications and the hardware they targeted. In this paper we focus on native applications and evaluate different reverse engineering techniques with a focus...
With the increasing popularity of Massively Multiplayer Online Game (MMOG) and fast growth of mobile gaming, cloud gaming exhibits great promises over the conventional MMOG gaming model as it frees players from the requirement of hardware and game installation on their local computers. However, as the graphics rendering is offloaded to the cloud, the data transmission between the end-users and the...
Three science and engineering problems of recent interests—index coding, locally recoverable distributed storage, and guessing games on graphs—are discussed and the connection between their optimal solutions is elucidated. By generalizing recent results by Shanmugam and Dimakis and by Mazumdar on the complementarity between the optimal broadcast rate of an index coding problem on a directed graph...
We combine queueing theory and game theory to evaluate the performance of a queueing system with multiple strategic candidate servers. The intent is to model a transmission system where packets can be sent via multiple options, each incurring a cost and controlled by a distributed management. Our purpose is to analyze the effects of the presence or the lack of both cooperation and communication between...
When outsourcing large sets of data to the cloud, it is desirable for clients to efficiently check, whether all outsourced data is still retrievable at any later point in time without requiring to download all of it. Provable data possession (PDP)/proofs of retrievability (PoR), for which various constructions exist, are concepts to solve this issue. Interestingly, by now, no PDP/PoR scheme leading...
Massively Multiplayer Online Games (MMOGs) have gained a lot of popularity in recent years. The problem of defining a proper architecture supporting MMOGs is still a research challenge because the classical client server architecture mainly adopted in commercial applications presents several drawbacks like unsatisfactory scalability and limited fault tolerance. This paper presents HyVVE (Hybrid Voronoi...
One of the smartphone's killer applications is the game. As the mobile game market grows drastically, we meet a lot of new smartphone games on the application stores everyday. In particular, mobile games have been equipped with social networking features, which is so called social mobile games. In general, mobile games usually require real-time transmission delay and minimum bandwidth contraints....
Dynamic Software Update (DSU) is a technique to upgrade running programs without shutting them down. DSU can improve system availability and maintenance flexibility. However, its adoption in practice is still limited due to the risk of system misbehavior that careless DSU may bring. To reduce this risk we propose a formal framework for the specification and verification of DSU. Different from previous...
A utility computing problem is one in which a server (service provider) provides computing resources to clients (service receivers) whose jobs require the resources for processing. In this paper, we propose a general, decentralized and auction-based model for the server-to-clients resource allocation problem. This model combines a general class of queueing processes with a general class of “incentivecompatible”...
The history of online video games spans over 30 years, with Massively Multiplayer Online Role-Playing Games (MMORPG) being one of the most popular genres. Constant evolution of MMORPGs has also brought along the need to understand how emerging game mechanisms and design choices affect the game data traffic characteristics. This paper presents a network data traffic analysis of Guild Wars 2 (GW2),...
With the fast development of the GPU server technology, cloud gaming has become popular in recent years. Unlike the traditional desktop gaming where the graphic rendering is performed locally using the user's personal graphics card, cloud gaming runs multiple games to support many users at the same time in the data center where most of the rendering jobs are done in the remote GPU cluster. The rendered...
A self-adaptive software aims at adjusting itself in response to changes at runtime while considering several important factors. To do this task, such a system should realize the adaptation process, which consists of four phases. Among those phases, we just focus on the deciding (planning) process, especially addressing adequate reflection of requirements to adaptation. In this paper, we represent...
Small and inexpensive computing devices are becoming potential players in the Internet arena as they are used for collecting or generating information and later relay them to the designated servers. The information gathered must be adequately protected against all kinds of attacks during storage and communication. However, smart constrained devices have limited resources and unable to run most of...
Rating systems are widely used to represent the players' strengths or skills in playing major games such as chess, go, and shogi. We present an alternative method for estimating a player's strength by using the moves played. While popular rating systems including Elo rating are based only on the results of games, i.e., wins, losses, and draws, there are substantial demands for evaluating the quality...
Cloud gaming (CG) has grown to become a serious industry in recent years. In CG the game logic is executed on the cloud and the rendered game frames are streamed to the player's device. However, the relative high bandwidth requirement of CG is still one of its main challenges. In this paper, we propose a comprehensive object-based framework using the player's visual attention which significantly reduces...
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