No Arabic abstract
We introduce IP over Xylophone Players (IPoXP), a novel Internet protocol between two computers using xylophone-based Arduino interfaces. In our implementation, human operators are situated within the lowest layer of the network, transmitting data between computers by striking designated keys. We discuss how IPoXP inverts the traditional mode of human-computer interaction, with a computer using the human as an interface to communicate with another computer.
Haptic sensory feedback has been shown to complement the visual and auditory senses, improve user performance and provide a greater sense of togetherness in collaborative and interactive virtual environments. However, we are faced with numerous challenges when deploying these systems over the present day Internet. The most significant of these challenges are the network performance limitations of the Wide Area Networks. In this paper, we offer a structured examination of the current challenges in the deployment of haptic-based distributed systems by analyzing the recent advances in the understanding of these challenges and the progress that has been made to overcome them.
The Echo protocol tries to do secure location verification using physical limits imposed by the speeds of light and sound. While the protocol is able to guarantee that a certain object is within a certain region, it cannot ensure the authenticity of further messages from the object without using cryptography. This paper describes an impersonation attack against the protocol based on this weakness. It also describes a couple of approaches which can be used to defend against the attack.
In the free online game industry, churn prediction is an important research topic. Reducing the churn rate of a game significantly helps with the success of the game. Churn prediction helps a game operator identify possible churning players and keep them engaged in the game via appropriate operational strategies, marketing strategies, and/or incentives. Playtime related features are some of the widely used universal features for most churn prediction models. In this paper, we consider developing new universal features for churn predictions for long-term players based on players playtime.
Internet Banking System refers to systems that enable bank customers to access accounts and general information on bank products and services through a personal computer or other intelligent device. Internet banking products and services can include detailed account information for corporate customers as well as account summery and transfer money. Ultimately, the products and services obtained through Internet Banking may mirror products and services offered through other bank delivery channels. In this paper, Internet Banking System Prototype has been proposed in order to illustrate the services which is provided by the Bank online services.
In this paper, we explore the potential impact of Internet of Things (IoT) technology may have on the cosplay community. We developed a costume (an IoT Skullfort) and embedded IoT technology to enhance its capabilities and user interactions. Sensing technologies are widely used in many different wearable domains including cosplay scenarios. However, in most of these scenarios, typical interaction pattern is that the costume responds to its environment or the players behaviour (e.g., colour of lights may get changed when player moves hands). In contrast, our research focuses on exploring scenarios where the audience (third party) get to manipulate the costume behaviour (e.g., the audience get to change the colour of the Skullfort using a mobile application). We believe such an audience (third party) influenced cosplay brings new opportunities for enhanced entertainment. However, it also creates significant challenges. We report the results gathered through a focus group conducted in collaboration with cosplay community experts.