A 10 Giga VPN Accelerator Board for Trust Channel Security System

This paper proposes a VPN Accelerator Board (VPN-AB), a virtual private network (VPN) protocol designed for trust channel security system (TCSS). TCSS supports safety communication channel between security nodes in internet. It furnishes authentication, confidentiality, integrity, and access control to security node to transmit data packets with IPsec protocol. TCSS consists of internet key exchange block, security association block, and IPsec engine block. The internet key exchange block negotiates crypto algorithm and key used in IPsec engine block. Security Association blocks setting-up and manages security association information. IPsec engine block treats IPsec packets and consists of networking functions for communication. The IPsec engine block should be embodied by H/W and in-line mode transaction for high speed IPsec processing. Our VPN-AB is implemented with high speed security processor that supports many cryptographic algorithms and in-line mode. We evaluate a small TCSS communication environment, and measure a performance of VPN-AB in the environment. The experiment results show that VPN-AB gets a performance throughput of maximum 15.645Gbps when we set the IPsec protocol with 3DES-HMAC-MD5 tunnel mode.

Non Inmersive Virtual Reality for Improving Teaching Processes

The following paper shows an interactive tool which main purpose is to teach how to play a flute. It consists of three stages the first one is the instruction and teaching process through a software application, the second is the practice part when the user starts to play the flute (hardware specially designed for this application) this flute is capable of capturing how is being played the flute and the final stage is the one in which the data captured are sent to the software and the user is evaluated in order to give him / she a correction or an acceptance

Collaborative Web Platform for Rich Media Educational Material Creation

This paper describes a platform that faces the main research areas for e-learning educational contents. Reusability tackles the possibility to use contents in different courses reducing costs and exploiting available data from repositories. In our approach the production of educational material is based on templates to reuse learning objects. In terms of interoperability the main challenge lays on reaching the audience through different platforms. E-learning solution must track social consumption evolution where nowadays lots of multimedia contents are accessed through the social networks. Our work faces it by implementing a platform for generation of multimedia presentations focused on the new paradigm related to social media. The system produces videos-courses on top of web standard SMIL (Synchronized Multimedia Integration Language) ready to be published and shared. Regarding interfaces it is mandatory to satisfy user needs and ease communication. To overcome it the platform deploys virtual teachers that provide natural interfaces while multimodal features remove barriers to pupils with disabilities.

The use of a Bespoke Computer Game For Teaching Analogue Electronics

An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment. The game is tested on a group of second year electrical engineering students with good results.

Evaluation of Electronic Payment Systems Using Fuzzy Multi-Criteria Decision Making Approach

Global competitiveness has recently become the biggest concern of both manufacturing and service companies. Electronic commerce, as a key technology enables the firms to reach all the potential consumers from all over the world. In this study, we have presented commonly used electronic payment systems, and then we have shown the evaluation of these systems in respect to different criteria. The payment systems which are included in this research are the credit card, the virtual credit card, the electronic money, the mobile payment, the credit transfer and the debit instruments. We have realized a systematic comparison of these systems in respect to three main criteria: Technical, economical and social. We have conducted a fuzzy multi-criteria decision making procedure to deal with the multi-attribute nature of the problem. The subjectiveness and imprecision of the evaluation process are modeled using triangular fuzzy numbers.

Modeling and Verification for the Micropayment Protocol Netpay

There are many virtual payment systems available to conduct micropayments. It is essential that the protocols satisfy the highest standards of correctness. This paper examines the Netpay Protocol [3], provide its formalization as automata model, and prove two important correctness properties, namely absence of deadlock and validity of an ecoin during the execution of the protocol. This paper assumes a cooperative customer and will prove that the protocol is executing according to its description.

A Discrete-Event-Simulation Approach for Logistic Systems with Real Time Resource Routing and VR Integration

Today, transport and logistic systems are often tightly integrated in the production. Lean production and just-in-time delivering create multiple constraints that have to be fulfilled. As transport networks often have evolved over time they are very expensive to change. This paper describes a discrete-event-simulation system which simulates transportation models using real time resource routing and collision avoidance. It allows for the specification of own control algorithms and validation of new strategies. The simulation is integrated into a virtual reality (VR) environment and can be displayed in 3-D to show the progress. Simulation elements can be selected through VR metaphors. All data gathered during the simulation can be presented as a detailed summary afterwards. The included cost-benefit calculation can help to optimize the financial outcome. The operation of this approach is shown by the example of a timber harvest simulation.

Data Envelopment Analysis with Partially Perfect Objects

This paper presents a simplified version of Data Envelopment Analysis (DEA) - a conventional approach to evaluating the performance and ranking of competitive objects characterized by two groups of factors acting in opposite directions: inputs and outputs. DEA with a Perfect Object (DEA PO) augments the group of actual objects with a virtual Perfect Object - the one having greatest outputs and smallest inputs. It allows for obtaining an explicit analytical solution and making a step to an absolute efficiency. This paper develops this approach further and introduces a DEA model with Partially Perfect Objects. DEA PPO consecutively eliminates the smallest relative inputs or greatest relative outputs, and applies DEA PO to the reduced collections of indicators. The partial efficiency scores are combined to get the weighted efficiency score. The computational scheme remains simple, like that of DEA PO, but the advantage of the DEA PPO is taking into account all of the inputs and outputs for each actual object. Firm evaluation is considered as an example.

Theoretical Study on a Thermal Model for Large Power Transformer Units

The paper analyzes the large power transformer unit regimes, indicating the criteria for the management of the voltage operating conditions, as well as the change in the operating conditions with the load connected to the secondary winding of the transformer unit. Further, the paper presents the software application for the evaluation of the transformer unit operation under different conditions. The software application was developed by means of virtual instrumentation.

FHOJ: A New Java Benchmark Framework

There are some existing Java benchmarks, application benchmarks as well as micro benchmarks or mixture both of them,such as: Java Grande, Spec98, CaffeMark, HBech, etc. But none of them deal with behaviors of multi tasks operating systems. As a result, the achieved outputs are not satisfied for performance evaluation engineers. Behaviors of multi tasks operating systems are based on a schedule management which is employed in these systems. Different processes can have different priority to share the same resources. The time is measured by estimating from applications started to it is finished does not reflect the real time value which the system need for running those programs. New approach to this problem should be done. Having said that, in this paper we present a new Java benchmark, named FHOJ benchmark, which directly deals with multi tasks behaviors of a system. Our study shows that in some cases, results from FHOJ benchmark are far more reliable in comparison with some existing Java benchmarks.

Haptics Enabled of ine AFM Image Analysis

Current advancements in nanotechnology are dependent on the capabilities that can enable nano-scientists to extend their eyes and hands into the nano-world. For this purpose, a haptics (devices capable of recreating tactile or force sensations) based system for AFM (Atomic Force Microscope) is proposed. The system enables the nano-scientists to touch and feel the sample surfaces, viewed through AFM, in order to provide them with better understanding of the physical properties of the surface, such as roughness, stiffness and shape of molecular architecture. At this stage, the proposed work uses of ine images produced using AFM and perform image analysis to create virtual surfaces suitable for haptics force analysis. The research work is in the process of extension from of ine to online process where interaction will be done directly on the material surface for realistic analysis.

An Angioplasty Intervention Simulator with a Specific Virtual Environment

One of the essential requirements of a realistic surgical simulator is to reproduce haptic sensations due to the interactions in the virtual environment. However, the interaction need to be performed in real-time, since a delay between the user action and the system reaction reduces the immersion sensation. In this paper, a prototype of a coronary stent implant simulator is present; this system allows real-time interactions with an artery by means of a specific haptic device. To improve the realism of the simulation, the building of the virtual environment is based on real patients- images and a Web Portal is used to search in the geographically remote medical centres a virtual environment with specific features in terms of pathology or anatomy. The functional architecture of the system defines several Medical Centres in which virtual environments built from the real patients- images and related metadata with specific features in terms of pathology or anatomy are stored. The searched data are downloaded from the Medical Centre to the Training Centre provided with a specific haptic device and with the software necessary both to manage the interaction in the virtual environment. After the integration of the virtual environment in the simulation system it is possible to perform training on the specific surgical procedure.

Digital Sites- Performative Views

Webcam systems now function as the new privileged vantage points from which to view the city. This transformation of CCTV technology from surveillance to promotional tool is significant because its'scopic regime' presents, back to the public, a new virtual 'site' that sits alongside its real-time counterpart. Significantly, thisraw 'image' data can, in fact,be co-optedand processed so as to disrupt their original purpose. This paper will demonstrate this disruptive capacity through an architectural project. It will reveal how the adaption the webcam image offers a technical springboard by which to initiate alternate urban form making decisions and subvert the disciplinary reliance on the 'flat' orthographic plan. In so doing, the paper will show how this 'digital material' exceeds the imagistic function of the image; shiftingit from being a vehicle of signification to a site of affect.

Cognitive Virtual Exploration for Optimization Model Reduction

In this paper, a decision aid method for preoptimization is presented. The method is called “negotiation", and it is based on the identification, formulation, modeling and use of indicators defined as “negotiation indicators". These negotiation indicators are used to explore the solution space by means of a classbased approach. The classes are subdomains for the negotiation indicators domain. They represent equivalent cognitive solutions in terms of the negotiation indictors being used. By this method, we reduced the size of the solution space and the criteria, thus aiding the optimization methods. We present an example to show the method.

3-D Reconstruction of Objects Using Digital Fringe Projection: Survey and Experimental Study

Three-dimensional reconstruction of small objects has been one of the most challenging problems over the last decade. Computer graphics researchers and photography professionals have been working on improving 3D reconstruction algorithms to fit the high demands of various real life applications. Medical sciences, animation industry, virtual reality, pattern recognition, tourism industry, and reverse engineering are common fields where 3D reconstruction of objects plays a vital role. Both lack of accuracy and high computational cost are the major challenges facing successful 3D reconstruction. Fringe projection has emerged as a promising 3D reconstruction direction that combines low computational cost to both high precision and high resolution. It employs digital projection, structured light systems and phase analysis on fringed pictures. Research studies have shown that the system has acceptable performance, and moreover it is insensitive to ambient light. This paper presents an overview of fringe projection approaches. It also presents an experimental study and implementation of a simple fringe projection system. We tested our system using two objects with different materials and levels of details. Experimental results have shown that, while our system is simple, it produces acceptable results.

Unified Fusion Approach with Application to SLAM

In this paper, we propose the pre-processor based on the Evidence Supporting Measure of Similarity (ESMS) filter and also propose the unified fusion approach (UFA) based on the general fusion machine coupled with ESMS filter, which improve the correctness and precision of information fusion in any fields of application. Here we mainly apply the new approach to Simultaneous Localization And Mapping (SLAM) of Pioneer II mobile robots. A simulation experiment was performed, where an autonomous virtual mobile robot with sonar sensors evolves in a virtual world map with obstacles. By comparing the result of building map according to the general fusion machine (here DSmT-based fusing machine and PCR5-based conflict redistributor considereded) coupling with ESMS filter and without ESMS filter, it shows the benefit of the selection of the sources as a prerequisite for improvement of the information fusion, and also testifies the superiority of the UFA in dealing with SLAM.

Assessing the Value of Virtual Worlds for Post- Secondary Instructors: A Survey of Innovators, Early Adopters and the Early Majority in Second Life

The purpose of this study was to assess the value of Second Life among post-secondary instructors with experience using Second Life as an educational tool. Using Everett Rogers-s diffusion of innovations theory, survey respondents (N = 162), were divided into three adopter categories: innovators, early adopters and the early majority. Respondents were from 15 countries and 25 academic disciplines, indicating the considerable potential this innovation has to be adopted across many different borders and in many areas of academe. Nearly 94% of respondents said they plan to use Second Life again as an educational tool. However, no significant differences were found in instructors- levels of satisfaction with Second Life as an educational tool or their perceived effect on student learning across adopter categories. On the other hand, instructors who conducted class fully in Second Life were significantly more satisfied than those who used Second Life as only a small supplement to a real-world class. Overall, personal interest factors, rather than interpersonal communication factors, most influenced respondents- decision to adopt Second Life as an educational tool. In light of these findings, theoretical implications are discussed and practical suggestions are provided.

Control Strategy for an Active Suspension System

The paper presents the virtual model of the active suspension system used for improving the dynamic behavior of a motor vehicle. The study is focused on the design of the control system, the purpose being to minimize the effect of the road disturbances (which are considered as perturbations for the control system). The analysis is performed for a quarter-car model, which corresponds to the suspension system of the front wheel, by using the DFC (Design for Control) software solution EASY5 (Engineering Analysis Systems) of MSC Software. The controller, which is a PIDbased device, is designed through a parametric optimization with the Matrix Algebra Tool (MAT), considering the gain factors as design variables, while the design objective is to minimize the overshoot of the indicial response.

Search Engine Module in Voice Recognition Browser to Facilitate the Visually Impaired in Virtual Learning (MGSYS VISI-VL)

Nowadays, web-based technologies influence in people-s daily life such as in education, business and others. Therefore, many web developers are too eager to develop their web applications with fully animation graphics and forgetting its accessibility to its users. Their purpose is to make their web applications look impressive. Thus, this paper would highlight on the usability and accessibility of a voice recognition browser as a tool to facilitate the visually impaired and blind learners in accessing virtual learning environment. More specifically, the objectives of the study are (i) to explore the challenges faced by the visually impaired learners in accessing virtual learning environment (ii) to determine the suitable guidelines for developing a voice recognition browser that is accessible to the visually impaired. Furthermore, this study was prepared based on an observation conducted with the Malaysian visually impaired learners. Finally, the result of this study would underline on the development of an accessible voice recognition browser for the visually impaired.

Reducing Power Consumption in Cloud Platforms using an Effective Mechanism

In recent years there has been renewal of interest in the relation between Green IT and Cloud Computing. The growing use of computers in cloud platform has caused marked energy consumption, putting negative pressure on electricity cost of cloud data center. This paper proposes an effective mechanism to reduce energy utilization in cloud computing environments. We present initial work on the integration of resource and power management that aims at reducing power consumption. Our mechanism relies on recalling virtualization services dynamically according to user-s virtualization request and temporarily shutting down the physical machines after finish in order to conserve energy. Given the estimated energy consumption, this proposed effort has the potential to positively impact power consumption. The results from the experiment concluded that energy indeed can be saved by powering off the idling physical machines in cloud platforms.