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Logging information is more precious as it contains the execution of a system; it is produced by millions of events from simple application logins to random system errors. Most of the security related problems in the cloud ecosystem like intruder attacks, data loss, and denial of service, etc. could be avoided if Cloud Service Provider (CSP) or Cloud User (CU) analyses the logging information. In this paper we introduced few challenges, which are place of monitoring, security, and ownership of the logging information between CSP and CU.
Also we proposed a logging architecture to analyze the behaviour of the cloud ecosystem, to avoid data breaches and other security related issues at the CSP space. So that we believe our proposed architecture can provide maximum trust between CU and CSP.
The advantages of the coupling-of-modes (COM) formalism and the transmission-matrix approach are combined to create exact and computationally efficient analysis and synthesis CAD tools for the design of SAW-resonator filters. The models for the filter components, especially gratings, interdigital transducers (IDTs). and multistrip couplers (MSCs), are based on the COM approach, which delivers closed-form expressions. In order to determine the relevant COM parameters, the integrated COM differential equations are compared with analytically derived expressions from the transmission-matrix approach. The most important second-order effects such as energy storage, propagation loss and mechanical and electrical loading are fully taken into account. As an example, the authors investigate a two-pole, acoustically coupled resonator filter at 914.5 MHz on AT quartz. Excellent agreement between theory and measurement is found.
Structures for interconnecting active microwave semiconductor-devices, e.g. FET's and MIC's, with the electrical surrounding or with each other have to be designed more and more carefully when increasing the desired upper frequency limit. Therefore, several connecting structures for device embedding have been examined. Mainly, their applicability for the frequency range from 10 GHz to 100 GHz was considered. Additionally, different equivalent circuits were developed to approximately describe their behaviour for CAD-applications.
Today's network landscape consists of quite different network technologies, wide range of end-devices with large scale of capabilities and power, and immense quantity of information and data represented in different formats. Research on 3D imaging, virtual reality and holographic techniques will result in new user interfaces (UI) for mobile devices and will increase their diversity and variety. A lot of efforts are being done in order to establish open, scalable and seamless integration of various technologies and content presentation for different devices including mobile considering individual situation of the end user. This is very difficult because various kinds of devices used by different users or in different times/parallel by the same user which are not predictable and have to be recognized by the system in order to identify device capabilities. Not only the devices but also Content and User Interfaces are big issues because they could include different kinds of data format like text, image, audio, video, 3D Virtual Reality data and other upcoming formats. A very suitable and useful example of the use of such a system is mobile learning because of the large amount of varying devices with significantly different features and functionalities. This is true not only to support different learners, e.g. all learners within one learning community, but also to support the same learner using different equipment parallel and/or at different times. Those applications may be significantly enhanced by including virtual reality content presentation. Whatever the purposes are, it is impossible to develop and adapt content for all kind of devices including mobiles individually due to different capabilities of the devices, cost issues and author‘s requirement. A solution should be found to enable the automation of the content adaptation process.
The concept of m-learning which differs from other forms of e-learning covers a wide range of possibilities opened up by the convergence of new mobile technologies, wireless communication structure and distance learning development. This process of converging has launched some new goals to support m-learning where heterogeneity of devices, their operating systems (Linux, Windows, Symbian, Android etc) and supported markup languages (WML, XHTML etc), adaptive content, preferences or characteristics of user have become some of the major problems to be solved. To facilitate the learning process even more and to establish literally anytime anywhere learning, learning material/content should be available to the user always even if the user is in offline. Multiple devices used by the same user should also be synchronized among themselves and with server to provide updated learning content and to give a freedom to the user to choose any device as per his/her convenience. In this paper software architecture has been proposed to solve these problems and has been implemented by using a multidimensional flashcard learning system which synchronizes among all the devices that are being used by the user.
Network landscape of recent time contains many different network technologies, a wide range of end-devices with a large scale of capabilities and power, and an immense quantity of information and data represented in different formats. Research on 3D imaging, virtual reality and holographic techniques will result in new user interfaces (UI) for mobile devices, will increase their diversity and variety. In this paper software architecture has been proposed to establish device and content format independent communication including 3D imaging and virtual reality data as content. As experimental validation the concept is implemented in collaborative Language Learning Game (LLG), which is a learning tool for language acquisition.
Today's network landscape consists of many different network technologies, a wide range of end-devices with a large scale of capabilities and power, and an immense quantity of information and data represented in different formats. Research on 3D imaging, virtual reality and holographic techniques will result in new user interfaces (UI) for mobile devices and will increase their diversity and variety. In this paper software architecture has been proposed to establish device and content format independent communication, implemented in Language Learning Game (LLG).
Since cabling is very complex and often causes reliability problems in aircrafts new approaches which base on wireless technologies are highly desired. In this paper an innovative communication system is proposed that uses the essential elements of the airframe for data transfer. The communication is based on the wireless standard for Digital Video Broadcasting (DVB) and enables high data rates, which are required for the in-flight entertainment system as an example of use.
This paper analyzes the applicability of existing communication technology on the Smart Grid. In particular it evaluates how networks, e.g. Peer-to-Peer (P2P) and decentralized Virtual Private Network (VPN) can help set up an agent-based system. It is expected that applications on Smart Grid devices will become more powerful and be able to operate without a central control instance. We analyze which requirements agents and Smart Grid devices place on communication systems and validate promising approaches. The main focus is to create a logical overlay network that provides direct communication between network nodes. We provide a comparison of different approaches of P2P networks and mesh-VPNs. Finally the advantages of mesh-VPN for agent-based systems are worked out.
In large aircrafts the cabling is very complex and often causes reliability problems. This is specially true for modern In-flight Entertainment (IFE) systems, where every passenger can select a preferred movie, play computer games or be able to communicate with other travellers. Due to EMC problems, wireless communication systems (WiFi etc.) didn't succeed in solving these problems. In this paper an innovative communication system is proposed which perfectly supplements an aircraft IFE system. The key innovation of this system is to use structures that are essential parts of the airframe for data transfer, such as seat rails. Those rails consist of rectangular shapes and could easily be modified to fulfill the function of waveguides for microwaves. A waveguide as part of the seat rail would provide enormous benefits for aircrafts, such as a large bandwidth and consequently high data rates, no problems with EMC, unlimited flexibility of seat configuration, mechanical robustness with associated increase of reliability and a few additional advantages related to aircrafts such as reduction of weight and costs.
Mobile learning (m-learning) can be considered as a new paradigm of e-learning. The developed solution enables the presentation of animations and 3D virtual reality (VR) on mobile devices and is well suited for mobile learning. Difficult relations in physics as well as intricate experiments in optics can be visualised on mobile devices without need for a personal computer. By outsourcing the computational power to a server, the coverage is worldwide.
The advantages of the coupled-mode (COM) formalism and the transmission-matrix approach are combined in order to create exact and computationally efficient analysis and synthesis tools for the design of coupled surface acoustic wave resonator filters. The models for the filter components, in particular gratings, interdigital transducers (IDTs) and multistrip couplers (MSCs), are based on the COM approach that delivers closed-form expressions. To determine the pertinent COM parameters, the COM differential equations are solved and the solution is compared with analytically derived expressions from the transmission-matrix approach and the Green's function method. The most important second-order effects, such as energy storage, propagation loss, and mechanical and electrical loading, are fully taken into account. As an example, a two-pole, acoustically coupled resonator filter at 914.5 MHz on AT quartz is investigated. Excellent agreement between theory and measurement is found.
It is demonstrated that microwave structures incorporating dielectric resonators (DR) are accurately characterised by means of a 3-dimensional finite-difference CAD package. All major assumptions made so far have been dropped, offering the possibility of a rigorous analysis of the embedding of dielectric resonators into microwave structures. In particular, a finite thickness for the microstrip conductor has been taken into account. The coupling of the DR to a microstrip placed in a metallic housing has been theoretically and experimentally investigated. Theoretical and experimental results are in good agreement and give new insight into DR coupling to microstrip circuits.
The mobile devices related industries are subject to rapid change, driven by technological advances and dynamic consumer behaviour. Hence, the understanding of the mobile devices markets is an important step in the analysis phase of mobile applications development. In this paper, a brief description of the different markets is introduced followed by an analysis of the main features of the markets leaders' devices which are important in the development process of mobile web applications. Finally, approaches are proposed to deal with the mobile devices diversity.
The embedding of microwave devices is treated by applying the finite-difference method to three-dimensional shielded structures. A program package was developed to evaluate electromagnetic fields inside arbitrary transmission-line connecting structures and to compute the scattering matrix. The air bridge, the transition through a wall, and the bond wire are examined as interconnecting structures. Detailed results are given and discussed regarding the fundamental behavior of embedding.
This paper explores the potential of an m-learning environment by introducing the concept of mLab, a remote laboratory environment accessible through the use of handheld devices.
We are aiming to enhance the existing e-learning platform and internet-assisted laboratory settings, where students are offered in-depth tutoring, by providing compact tuition and tools for controlling simulations that are made available to learners via handheld devices. In this way, students are empowered by having access totheir simulations from any place and at any time.
The interaction between agents in multiagent-based control systems requires peer to peer communication between agents avoiding central control. The sensor nodes represent agents and produce measurement data every time step. The nodes exchange time series data by using the peer to peer network in order to calculate an aggregation function for solving a problem cooperatively. We investigate the aggregation process of averaging data for time series data of nodes in a peer to peer network by using the grouping algorithm of Cichon et al. 2018. Nodes communicate whether data is new and map data values according to their sizes into a histogram. This map message consists of the subintervals and vectors for estimating the node joining and leaving the subinterval. At each time step, the nodes communicate with each other in synchronous rounds to exchange map messages until the network converges to a common map message. The node calculates the average value of time series data produced by all nodes in the network by using the histogram algorithm. The relative error for comparing the output of averaging time series data, and the ground truth of the average value in the network will decrease as the size of the network increases. We perform simulations which show that the approximate histograms method provides a reasonable approximation of time series data.
Energy management in distribution grids is one of the key challenges that needs to be overcome to increase the share of fluctuating renewable energies. Current control systems for energy management mainly demonstrate centralized- or decentralized-hierarchical control structures. Very few systems manifest a fully decentralized multiagent-based control structure. Multiagent-based control systems promise to be an advantageous approach for the future distributed energy supply system because no central control entity is necessary, which eases parameterization in case of grid topology changes, and the agents are more stable against failures and changes of control topologies. Research is necessary to prove these benefits. In this study, we introduce a design of a multiagent-based voltage control system for low-voltage grids. In detail we introduce cooperative decision-making processes and software solutions that allow the agents to perceive and control their environment, the agent-discovery and localization in different types of communication networks, agent-to-agent communication, and the integration of the multiagent system in existing grid-control infrastructures. Furthermore, the study proposes how different existing technologies can be combined into an applicable multiagent-based voltage control system: the Java/OSGi-based OpenMUC framework allows a generic field–device interaction; peer-to-peer discovery and session establishment functionalities are combined with the agent communication defined by the Foundation for Intelligent Physical Agents (FIPA). The ripple control-signal technology is applied as a fallback communication between the agent and a central grid-control center.
Smoothie: a solution for device and content independent applications including 3D imaging as content
(2014)
Network landscape of recent time contains many different network technologies, a wide range of end-devices with a large scale of capabilities and power, and an immense quantity of information represented in different data formats. Research on 3D imaging, virtual reality and holographic techniques will result in new user interfaces (UI) for mobile devices and will increase their diversity and variety. A lot of effort is being made in order to establish open, scalable and seamless integration of various technologies and content presentation for different devices including those that are mobile, considering the individual situation of the end user. Till today the research is going on in different parts of the world but the task is not completed yet. The goal of this research work is to find a way to solve the above stated problems by investigating system architectures to provide unconstrained, continuous and personalized access to the content and interactive applications everywhere and at anytime with different devices. As a Solution of the problem considered, a new architecture named “Smoothie” is proposed.
Signal detection and bandwidth estimation, also known as channel segmentation or information channel estimation, is a perpetual topic in communication systems. In the field of radio monitoring this issue is extremely challenging, since unforeseeable effects like fading occur accidentally. In addition, most radio monitoring devices normally scan a wide frequency range of several hundred MHz and have to detect a multitude of different signals, varying in signal power, bandwidth and spectral shape. Since narrowband sensing techniques cannot be directly applied, most radio monitoring devices use Nyquist wideband sensing to discover the huge frequency range. In practice, sensing is normally conducted by an FFT sweep spectrum analyzer that delivers the power spectral density (PSD) values to the radio monitoring system. The channel segmentation is the initial step of a comprehensive signal analysis in a radio monitoring system based on the PSD values. In this paper, a novel approach for channel segmentation is presented that is based on a quantization and a histogram evaluation of the measured PSD. It will be shown that only the combination of both evaluations will lead to an successful automatic channel segmentation. The performance of the proposed algorithm is shown in a real radio monitoring szenario.
Computing Aggregates on Autonomous, Self-organizing Multi-Agent System: Application "Smart Grid"
(2017)
Decentralized data aggregation plays an important role in estimating the state of the smart grid, allowing the determination of meaningful system-wide measures (such as the current power generation, consumption, etc.) to balance the power in the grid environment. Data aggregation is often practicable if the aggregation is performed effectively. However, many existing approaches are lacking in terms of fault-tolerance. We present an approach to construct a robust self-organizing overlay by exploiting the heterogeneous characteristics of the nodes and interlinking the most reliable nodes to form an stable unstructured overlay. The network structure can recover from random state perturbations in finite time and tolerates substantial message loss. Our approach is inspired from biological and sociological self-organizing mechanisms.
Nowadays, it is assumed of many applications, companies and parts of the society to be always available online. However, according to [Times, Oct, 31 2011], 73% of the world population do not use the internet and thus aren't “online” at all. The most common reasons for not being “online” are expensive personal computer equipment and high costs for data connections, especially in developing countries that comprise most of the world’s population (e.g. parts of Africa, Asia, Central and South America). However it seems that these countries are leap-frogging the “PC and landline” age and moving directly to the “mobile” age. Decreasing prices for smart phones with internet connectivity and PC-like operating systems make it more affordable for these parts of the world population to join the “always-online” community. Storing learning content in a way accessible to everyone, including mobile and smart phones, seems therefore to be beneficial. This way, learning content can be accessed by personal computers as well as by mobile and smart phones and thus be accessible for a big range of devices and users. A new trend in the Internet technologies is to go to “the cloud”. This paper discusses the changes, challenges and risks of storing learning content in the “cloud”. The experiences were gathered during the evaluation of the necessary changes in order to make our solutions and systems “cloud-ready”.
Nowadays the processing power of mobile phones, smartphones and PDAs is increasing as well as the transmission bandwidth. Nevertheless there is still the need to reduce the content and the need of processing the data. We discuss the proposals and solutions for dynamic reduction of the transmitted content. For that, device specific properties are taken into account, as much as for the aim to reduce the need of processing power at the client side to be able to display the 3D (virtual reality) data. Therefore, well known technologies, e.g. data compression are combined with new developed ideas to reach the goal of adaptive content transmission. To achieve a device dependant reduction of processing power the data have to be preprocessed at the server side or the server even has to take over functionality of weak mobile devices.
Smartphones Welcome! Preparatory Course in Mathematics using the Mobile App MassMatics. Case Study
(2015)
We propose secure multi-party computation techniques for the distributed computation of the average using a privacy-preserving extension of gossip algorithms. While recently there has been mainly research on the side of gossip algorithms (GA) for data aggregation itself, to the best of our knowledge, the aforementioned research line does not take into consideration the privacy of the entities involved. More concretely, it is our objective to not reveal a node's private input value to any other node in the network, while still computing the average in a fully-decentralized fashion. Not revealing in our setting means that an attacker gains only minor advantage when guessing a node's private input value. We precisely quantify an attacker's advantage when guessing - as a mean for the level of data privacy leakage of a node's contribution. Our results show that by perturbing the input values of each participating node with pseudo-random noise with appropriate statistical properties (i) only a minor and configurable leakage of private information is revealed, by at the same time (ii) providing a good average approximation at each node. Our approach can be applied to a decentralized prosumer market, in which participants act as energy consumers or producers or both, referred to as prosumers.
In 2000 the iSign project started as a virtual web-based laboratory for students of study program electrical engineering. Continuous development in the last years led to a heterogeneous learning environment offering learning material, adaptive user settings and access to a simulation tool. Access is available via web and wireless devices such as PCs, Laptops, PDAs, smartphones and mobile phones. Our attempt to adapt the content to the user's needs and the currently used device led us to a XML based data structure. This report shows our research results about content adaptation based on XML data. The two main aspects for that process are: the device capabilities and the adaptation methods using XML data.
The developed solution enables the presentation of animations and 3D virtual reality (VR) on mobile devices and is well suited for mobile learning, thus creating new possibilities in the area of e-learning worldwide. Difficult relations in physics as well as intricate experiments in optics can be visualised on mobile devices without need for a personal computer.
The iSign project started in 2000 as a web-based laboratory setting for students of electrical engineering. In the meantime it has broadened into a heterogeneous learning environment offering learning material, adaptive user settings and access to a simulation tool. All these offerings can be accessed via web and wireless by different clients, such as PCs, PDAs and mobile phones. User adaptive systems offer unique and personalised environment for every learner and therefore are a very important aspect of modern e-learning systems. The iSign project aims to personalise the content structure based on the learner's behaviour, content pattern, policies, and system environment. The second aspect of the recent research and development within this project is the generation of suitable content and presentation for different clients. This generation is based additionally on the user preferences in order to obtain the desirable presentation for a given device. New, valuable features are added to the mobile application, empowering the user not only to control the simulation process with his mobile device but also to input data, view the simulation's output and evaluate the results. Experiences with students have helped to improve functionality and look-and-feel whilst using the iSign system. Our goal is to provide unconstrained, continuous and personalised access to the laboratory settings and learning material everywhere and at anytime with different devices.
Nowadays the processing power of mobile phones, Smart phones and PDA is increasing, as well as the transmission bandwidth. Nevertheless there is still the need to reduce the content and the need of processing the data. Proposals and solutions for dynamic reduction of the transmitted content will be discussed. For that, device specific properties will be taken into account, aiming at reducing the need of processing power at the client side to display the 3D Virtual Reality data. Therefore, well known technologies like data compression are combined with new approaches to achieve the goal of adaptive content transmission. For device dependant reduction of processing power the data has to be pre-processed at the server side or the server itself has to take over functionality of weak mobile devices.
The idea of this game is to use a flashcard system to create a short story in a foreign language. The story is developed by a group of participants by exchanging sentences via a flashcard system. This way the participants can learn from each other by knowledge sharing without fear of making mistakes because the group members are anonymous. Moreover they do not need a constant support from a teacher.
The developed solution enables the presentation of animations and 3D virtual reality (VR) on mobile devices and is well suited for mobile learning, thus creating new possibilities in the area of e-learning worldwide. Difficult relations in physics as well as intricate experiments in optics can be visualised on mobile devices without need for a personal computer.
Recent developments in information and communication technology, along with advanced displaying techniques and high computational performance open up new visualisation methods to both scientists and lecturers. Thus simulations of complex processes [1] can be computed and visualised in image sequences. The particular idea in our approach is the outsourcing of computationally intensive calculations to servers which then send the results back to mobile users. In order to improve interpretations of the visualised results, users can view them in a 3D-perspective or stereoscopically, given the technical requirements. Today’s technology even permits to view these visualisations on a mobile phone. An example for such a computationally intensive calculation originating from the theory of relativity is depicted in Figure 4.1-1.