The Experts below are selected from a list of 9393 Experts worldwide ranked by ideXlab platform
Shaoxuan Wang - One of the best experts on this subject based on the ideXlab platform.
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Addressing Response Time and Video Quality in Remote Server Based Internet Mobile Gaming
2010 IEEE Wireless Communication and Networking Conference, 2010Co-Authors: Shaoxuan WangAbstract:A new Remote Server based gaming approach, where the responsibility of executing the gaming engines is put on Remote Servers instead of the mobile devices, has the potential for enabling mobile users to play the same rich Internet games available to PC users. However, the mobile gaming user experience may be limited by risks of unacceptably high response time, and low gaming video quality, as gaming control commands, and the resulting gaming video, have to travel through wireless networks characterized by high bandwidth fluctuations, latency and packet loss. In this paper, we propose a set of application layer optimization techniques to ensure acceptable gaming response time and video quality in the Remote Server based approach. The techniques include downlink gaming video rate adaptation, uplink delay optimization, and client play-out delay adaptation. Experiments conducted on a commercial HSDPA network demonstrate that the proposed optimization techniques can make the Remote Server based approach feasible, allowing rich Internet games to be played on mobile devices, while ensuring acceptable user experience.
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WCNC - Addressing Response Time and Video Quality in Remote Server Based Internet Mobile Gaming
2010 IEEE Wireless Communication and Networking Conference, 2010Co-Authors: Shaoxuan WangAbstract:A new Remote Server based gaming approach, where the responsibility of executing the gaming engines is put on Remote Servers instead of the mobile devices, has the potential for enabling mobile users to play the same rich Internet games available to PC users. However, the mobile gaming user experience may be limited by risks of unacceptably high response time, and low gaming video quality, as gaming control commands, and the resulting gaming video, have to travel through wireless networks characterized by high bandwidth fluctuations, latency and packet loss. In this paper, we propose a set of application layer optimization techniques to ensure acceptable gaming response time and video quality in the Remote Server based approach. The techniques include downlink gaming video rate adaptation, uplink delay optimization, and client play-out delay adaptation. Experiments conducted on a commercial HSDPA network demonstrate that the proposed optimization techniques can make the Remote Server based approach feasible, allowing rich Internet games to be played on mobile devices, while ensuring acceptable user experience.
Chunta Li - One of the best experts on this subject based on the ideXlab platform.
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An extended chaotic maps based user authentication and privacy preserving scheme against DoS attacks in pervasive and ubiquitous computing environments
Nonlinear Dynamics, 2013Co-Authors: Chunta Li, Chi-yao WengAbstract:As the era of pervasive and ubiquitous computing comes close, hand-held and smart devices are expected to achieve the dream of all time everywhere computing. Remote user authentication is important to verify the legitimacy of a login user over an insecure communication channel. Furthermore, in order to protect user privacy such that others cannot trace login users by eavesdropping the communication messages, several researchers proposed some dynamic ID-based Remote user authentication schemes for providing user anonymity. On the other hand, the denial-of-service (DoS) attacks may make legal users unable to access a Remote Server by intercepting the authentication message which a login user sends to the Remote Server. It will make the latest user identities kept by login user and the Remote Server differ from each other. To ensure user anonymity and prevent such DoS attacks, we propose an extended chaotic map and dynamic ID-based user authentication scheme against DoS attacks. The proposed scheme is suitable for use in pervasive computing environments such as online financial authentication since it can ensure security while maintaining efficiency.
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an efficient biometrics based Remote user authentication scheme using smart cards
Journal of Network and Computer Applications, 2010Co-Authors: Chunta Li, Minshiang HwangAbstract:In this paper, we propose an efficient biometric-based Remote user authentication scheme using smart cards, in which the computation cost is relatively low compared with other related schemes. The security of the proposed scheme is based on the one-way hash function, biometrics verification and smart card. Moreover, the proposed scheme enables the user to change their passwords freely and provides mutual authentication between the users and the Remote Server. In addition, many Remote authentication schemes use timestamps to resist replay attacks. Therefore, synchronized clock is required between the user and the Remote Server. In our scheme, it does not require synchronized clocks between two entities because we use random numbers in place of timestamps.
Minshiang Hwang - One of the best experts on this subject based on the ideXlab platform.
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an efficient biometrics based Remote user authentication scheme using smart cards
Journal of Network and Computer Applications, 2010Co-Authors: Chunta Li, Minshiang HwangAbstract:In this paper, we propose an efficient biometric-based Remote user authentication scheme using smart cards, in which the computation cost is relatively low compared with other related schemes. The security of the proposed scheme is based on the one-way hash function, biometrics verification and smart card. Moreover, the proposed scheme enables the user to change their passwords freely and provides mutual authentication between the users and the Remote Server. In addition, many Remote authentication schemes use timestamps to resist replay attacks. Therefore, synchronized clock is required between the user and the Remote Server. In our scheme, it does not require synchronized clocks between two entities because we use random numbers in place of timestamps.
Ilkoo Jung - One of the best experts on this subject based on the ideXlab platform.
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ICTC - An enhanced virtual webcam device for thin client
2013 International Conference on ICT Convergence (ICTC), 2013Co-Authors: Eunjung Kwon, Ilkoo JungAbstract:Today users who have a thin client often need to use their mass storage device, picture device and other USB peripherals on the Remote Server instead of client. Because the thin client doesn't have enough H/W resources, it is reasonable method to use resources of the Remote Server instead of client. As the demand to share the devices of a client between multiple users on the Remote Server has been increased, there are some issues that is need to be considered such as network delay, fair bandwidth use and control protocol to optimize the system performance. In this paper, we propose an enhanced virtual webcam device over an Internet Protocol (IP) network. Using this technology, users can share an USB web camera over the network with guaranteeing minimum network delay and optimization of bandwidth consumption.
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An enhanced virtual webcam device for thin client
2013 International Conference on ICT Convergence (ICTC), 2013Co-Authors: Eunjung Kwon, Ilkoo JungAbstract:Today users who have a thin client often need to use their mass storage device, picture device and other USB peripherals on the Remote Server instead of client. Because the thin client doesn't have enough H/W resources, it is reasonable method to use resources of the Remote Server instead of client. As the demand to share the devices of a client between multiple users on the Remote Server has been increased, there are some issues that is need to be considered such as network delay, fair bandwidth use and control protocol to optimize the system performance. In this paper, we propose an enhanced virtual webcam device over an Internet Protocol (IP) network. Using this technology, users can share an USB web camera over the network with guaranteeing minimum network delay and optimization of bandwidth consumption.
Yan Gu - One of the best experts on this subject based on the ideXlab platform.
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Rosenet: a Remote Server-based network emulation system
2020Co-Authors: Richard M. Fujimoto, Yan GuAbstract:Network emulation has been widely used to aid in the development and evaluation of real-time applications. Many of today's applications and protocols need to be tested and evaluated in large scale network environments such as the Internet, which requires emulation tools that meet the requirements of scale, accuracy, timeliness. Due to physical resource constraints in network emulators, existing emulation tools fail to meet these requirements as they are either limited to small and static networks, use simplified network models, or fail to deliver timely emulation results. If more physical resources are devoted to network emulation by utilizing high performance computing facilities, the accuracy and scalability of network emulation can be greatly improved. However, for many users, high performance computing facilities may not be readily available in a local laboratory environment, and co-locating application code with a Remote high performance computing facility may be cumbersome and inconvenient. This thesis proposes a network emulation approach called ROSENET (Remote Server-based Network EmulaTion) that utilizes a distributed Server-based architecture in which local low-fidelity emulators provide real-time QoS predictions to distributed applications, coupled with a Remote large scale high-fidelity simulator that continuously updates and calibrates the local low-fidelity emulators. A library-based modeling approach based on online simulation data collection is proposed and a system identification modeling technique is presented. Experimental results examining emulation end-to-end delay and loss show that ROSENET provides a promising approach to network emulation supporting accuracy and scale while meeting real-time constraints. Challenges faced in applying ROSENET to real world applications are addressed through two case studies including applying synthetic workload on DARPA's NMS network topology for large scale network simulation and a contemporary real-time distributed VoIP application Skype.
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MASCOTS - A flexible architecture for Remote Server-based emulation
The IEEE Computer Society's 12th Annual International Symposium on Modeling Analysis and Simulation of Computer and Telecommunications Systems 2004. (, 2004Co-Authors: Yan Gu, Richard M. FujimotoAbstract:Network emulation allows one to perform experiments in a controlled laboratory environment by applying network characteristics to live traffic. With recent advances in parallel simulation, it is becoming feasible to emulate large-scale networks at a high level of fidelity. However, high performance computing platforms are required. When such facilities are not locally available, Remote computing facilities might be used. This approach is problematic, however, because of the latency introduced in the real time emulation environment to access the Remote parallel machine. A distributed Server-based architecture is proposed that utilizes local low-fidelity emulators to provide real-time QoS information to distributed applications, coupled with a Remote high-fidelity simulator that is used to update and calibrate the local low-fidelity emulators continuously. The accuracy of this Server-based emulation system is evaluated using test cases involving a worm propagation scenario.
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A flexible architecture for Remote Server-based emulation
The IEEE Computer Society's 12th Annual International Symposium on Modeling Analysis and Simulation of Computer and Telecommunications Systems 2004. (, 2004Co-Authors: Yan Gu, R. FujimotoAbstract:Network emulation allows one to perform experiments in a controlled laboratory environment by applying network characteristics to live traffic. With recent advances in parallel simulation, it is becoming feasible to emulate large-scale networks at a high level of fidelity. However, high performance computing platforms are required. When such facilities are not locally available, Remote computing facilities might be used. This approach is problematic, however, because of the latency introduced in the real time emulation environment to access the Remote parallel machine. A distributed Server-based architecture is proposed that utilizes local low-fidelity emulators to provide real-time QoS information to distributed applications, coupled with a Remote high-fidelity simulator that is used to update and calibrate the local low-fidelity emulators continuously. The accuracy of this Server-based emulation system is evaluated using test cases involving a worm propagation scenario.